mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 23:32:09 +00:00
d649508b5d
cl_max_particles now lives in *part.c - in GL it dynamically changes the amount of particles on the fly! Needless to say this is fun, and this is proboably the third cvar that uses the callbacks function at all - which IMHO is really a cool trick Taniwha. However I'm losing my SANITY in r_part.c - if someone could take a look, I'd be greatly appreciative. It should be obvious to any developer that I'm having a few problems. :P Basically the dynamic code is completely and totally disabled, and I hacked in code which *works* but shouldn't EVER EVER EVER be left there after we fix this as it is downright EVIL the way I implimented it. SW client does work, and does still work with +set cl_max_particles - however the hacks I made to get it to do that... *shakes head* Tread softly in there, it's a mess. Other notes of interest: I changed show_time so it archives its setting. Got annoyed with it. If someone finds this change to be bad, change it back. :) glspeed.cfg got updated with a setting of 60 for cl_max_particles. 60 works nicely, and doesn't use too much speed on my aging hardware, so I'm sure newer systems will just plain FLY with this on. I also changed the cl_maxfps setting as 72 is great if you aren't using a modem !.! due to the way cl_maxfps works, the higher it goes, the more data is sent to you by the server. This causes a heck of a lot of lost packets if you don't have the bandwidth OR if your card can't keep up with the framerate. Either of which is bad. I set it to 30, the default of the cvar is 0/32 so go figure out what works best for you I say. Let me know if this blows up in your face and ESPECIALLY let me know if you can fix the r_part.c problems! Misty-chan
91 lines
4.4 KiB
INI
91 lines
4.4 KiB
INI
// Draw the weapon model. Turn off to gain 2 fps
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r_drawviewmodel "1"
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// smooth vertex lights. Older cards set to 0 for a speedup.
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gl_dlight_smooth "0"
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// dimensions of displayed textures. 0 is normal, 1 is blurry, 2 isn't worth it
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// 1 is pretty good for a decent speed up - you can still tell what you're
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// looking at
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gl_picmip "1"
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// Set to 0 to turn off colinear vertexes upon level load. You'll be able to
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// see through junctions of some objects and walls - will give you ~1 fps
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// if you turn it off.
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gl_keeptjunctions "0"
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// How blurry is the player model? 2 makes them still identifyable, but speeds
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// it up enough to be noticable. 4 is highest setting, 0 is default.
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gl_playermip "2"
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// Turn off most dynamic lighting. An enourmous speed increase if you can bear
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// it
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r_dynamic "0"
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// If not, turn this on as well and it'll speed it up slightly as you'll be
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// using a type of lighting easier on the GL card.
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// NOTE: Setting r_dynamic to 0 and this to 1 will cause it to light
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// many things anyway. Yes, it's schitzo.
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gl_dlight_polyblend "0"
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// turn these two on to turn on fullbrights for all models - mostly useful
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// in MegaTF/2k to see the proximity mines in dark places! If you don't play
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// those, or stay out of dark places which go beep, turn them off to gain 2 fps.
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gl_fb_bmodels "0"
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gl_fb_models "0"
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// Rocket trails, smoke etc. Turn off to gain a LOT of fps in battles, as well
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// as make it a hell of a lot easier to see your enemy.
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// NOTE: Heck of a lot easier to use cl_max_particles to reduce
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// how many you see instead of just shutting this off now :)
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r_particles "1"
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// How many particles can be seen in your vision? Default is 2840. 60 is just
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// enough to see what is going on without slowing down at *all* on my
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// old voodoo 1, so other systems likely can handle far more than this
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cl_max_particles "60"
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// Toggles lavaball and rocket fireballs, - 0 gives a bit of a speed up.
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gl_fires "0"
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// Speed at which the console background spins. Leave it off unless you like
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// your console background to spin :P
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gl_conspin "0"
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// Alpha value for the console background.
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gl_conalpha "0.6"
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// Slide the console or stretch it.
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gl_constretch "0"
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// Lighting mode, 0 glquake style, 1 new style. Setting 0 is 1 fps faster.
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gl_lightmode "0"
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// Sets the division value for the sky brushes. Higher is faster, however
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// Setting it this high is a bit rediculous. Real fast compared to default
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// of 128 though - assuming you have sky ON.
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gl_subdivide_size "128"
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// Set to 1 by default. Fixes status bar flicker on some buggy hardware.
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// Normally sane people set it to 0... Because it's a speed hit if it's on.
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gl_triplebuffer "0"
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// Set to 0 *default* to draw sky before anything else, 1 to draw it last, >1
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// to not do it at all. I have it at 3 because I've been assured there will
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// eventually be a setting 2.
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gl_sky_clip "3"
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// The next four options can be set to 1 by the SERVER, so if it doesn't
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// work, check that the server admin hasn't set them to 1 himself.
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// Set to 0 to turn off quad/suit/pent screen filling color. 2 fps increase.
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cl_cshift_powerup "0"
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// Set to 0 to turn off 'bonus' flash, and item pickup flash. 2 fps increase.
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cl_cshift_bonus "0"
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// Set to 0 to turn off pain screen filling color. 2 fps increase.
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cl_cshift_damage "0"
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// Set to 0 to turn off water/lava screen filling color. 2 fps increase...
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// However, it can be used to cheat in megatf/mega2k with flash grens/mines.
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// Smart server admins would force this to 1 for quakeforge servers running
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// megatf/2k. Older quakeworld servers couldn't disable gl_polyblend anyway.
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cl_cshift_content "1"
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// client's maximum fps allowed. 72 is the highest it can be set to
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// However, and this is important, setting it higher currently
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// causes more packets to need to be sent. This is bad, so mine is set to
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// 30 for the moment
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cl_maxfps "30"
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// Set to 0 to go faster, 1 is older mode and slower
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// Or not. Some people say 0 is slower and 1 is faster.
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// *shrugs* Pick your favorite I guess.
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cl_sbar "0"
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// If you set this to 120 your status bar will disappear completely and
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// your fps will improve slightly. But I like my status bar.
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viewsize 100
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// Don't show gibs. Should improve speed slightly if you're experiencing lots
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// of gibs in battle :)
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cl_gibfilter 1
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// Don't show dead bodies. Should improve speed slightly if... well, a lot
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// of people are dying. Note in TF/Megatf/2k this is BAD TO USE, spies
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// can feign and you won't be able to see them at *all*
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cl_deadbodyfilter 0
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