mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 14:01:45 +00:00
Change more default settings
- Show item counter on automap - Enable textured automap - HUD border scaling factor to better match default status bar scaling - Enable subtitles - Set render quality to "quality" to fix level mesh seams (gl_seamless) - Enable the first crosshair, and set its scale slightly smaller - Grow crosshair when picking up items - Show nametags when switching items and weapons - Always run enabled - Disable save/load confirmation dialog - Enable quicksave rotation - Enable additively-translucent Doom rocket explosion - Increase default particles to 10k, and increase the slider to 65k (engine limit) - Disable night vision effect The following changes from the original commit were not taken: - Enable thicker automap lines and anti-aliased lines for better visibility with high res displays - Enable mouse in menus by default (instead of touchscreen-like) - Don't show ENDDOOM when quitting the app - Set autoaim slider to 0 - Set sprite clipping to "Always" as this looks better than having sprites sink into the geometry - Set particle style to round as it matches the pixelated aesthetics better
This commit is contained in:
parent
4f1fde95ca
commit
611da0d65d
11 changed files with 16 additions and 16 deletions
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@ -130,7 +130,7 @@ struct islope_t
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//
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//=============================================================================
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CVAR(Bool, am_textured, false, CVAR_ARCHIVE)
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CVAR(Bool, am_textured, true, CVAR_ARCHIVE)
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CVAR(Float, am_linealpha, 1.0f, CVAR_ARCHIVE)
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CVAR(Int, am_linethickness, 1, CVAR_ARCHIVE)
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CVAR(Int, am_lineantialiasing, 0, CVAR_ARCHIVE)
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@ -159,7 +159,7 @@ CVAR(Int, am_rotate, 0, CVAR_ARCHIVE);
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CVAR(Int, am_overlay, 0, CVAR_ARCHIVE);
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CVAR(Bool, am_showsecrets, true, CVAR_ARCHIVE);
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CVAR(Bool, am_showmonsters, true, CVAR_ARCHIVE);
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CVAR(Bool, am_showitems, false, CVAR_ARCHIVE);
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CVAR(Bool, am_showitems, true, CVAR_ARCHIVE);
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CVAR(Bool, am_showtime, true, CVAR_ARCHIVE);
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CVAR(Bool, am_showtotaltime, false, CVAR_ARCHIVE);
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CVAR(Int, am_colorset, 0, CVAR_ARCHIVE);
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@ -47,7 +47,7 @@ static F2DDrawer drawer = F2DDrawer();
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F2DDrawer* twod = &drawer;
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EXTERN_CVAR(Float, transsouls)
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CVAR(Float, classic_scaling_factor, 1.0, CVAR_ARCHIVE)
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CVAR(Float, classic_scaling_factor, 2.0, CVAR_ARCHIVE)
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CVAR(Float, classic_scaling_pixelaspect, 1.2f, CVAR_ARCHIVE)
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IMPLEMENT_CLASS(FCanvas, false, false)
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@ -52,7 +52,7 @@
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#include "m_argv.h"
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#include "i_interface.h"
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CVAR(Bool, inter_subtitles, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR(Bool, inter_subtitles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CutsceneState cutscene;
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static int ticks;
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@ -56,7 +56,7 @@ CUSTOM_CVAR(Int, gl_fogmode, 2, CVAR_ARCHIVE | CVAR_NOINITCALL)
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CVAR(Bool, gl_portals, true, 0)
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CVAR(Bool,gl_mirrors,true,0) // This is for debugging only!
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CVAR(Bool,gl_mirror_envmap, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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CVAR(Bool, gl_seamless, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_seamless, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Int, r_mirror_recursions,4,CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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{
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@ -59,7 +59,7 @@ IMPLEMENT_CLASS(DHUDFont, false, false);
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CVAR(Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE);
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CVAR(Int, crosshairhealth, 2, CVAR_ARCHIVE);
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CVARD(Float, crosshairscale, 0.5, CVAR_ARCHIVE, "changes the size of the crosshair");
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CVARD(Float, crosshairscale, 0.3f, CVAR_ARCHIVE, "changes the size of the crosshair");
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CVAR(Bool, crosshairgrow, false, CVAR_ARCHIVE);
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CUSTOM_CVARD(Float, hud_scalefactor, 1.f, CVAR_ARCHIVE, "changes the hud scale")
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@ -122,10 +122,10 @@ CUSTOM_CVAR (Int, cl_maxdecals, 1024, CVAR_ARCHIVE|CVAR_NOINITCALL)
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// [BC] Allow the maximum number of particles to be specified by a cvar (so people
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// with lots of nice hardware can have lots of particles!).
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CUSTOM_CVAR(Int, r_maxparticles, 4000, CVAR_ARCHIVE | CVAR_NOINITCALL)
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CUSTOM_CVAR(Int, r_maxparticles, 10000, CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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if (self == 0)
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self = 4000;
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self = 10000;
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else if (self > 65535)
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self = 65535;
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else if (self < 100)
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@ -131,7 +131,7 @@ EXTERN_CVAR (Float, con_midtime);
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//
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//==========================================================================
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CUSTOM_CVAR (Int, displaynametags, 0, CVAR_ARCHIVE)
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CUSTOM_CVAR (Int, displaynametags, 3, CVAR_ARCHIVE)
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{
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if (self < 0 || self > 3)
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{
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@ -201,7 +201,7 @@ int lookspeed[2] = {450, 512};
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#define SLOWTURNTICS 6
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CVAR (Bool, cl_run, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always run?
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CVAR (Bool, cl_run, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always run?
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CVAR (Bool, freelook, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always mlook?
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CVAR (Bool, lookstrafe, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always strafe with mouse?
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CVAR (Float, m_forward, 1.f, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
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@ -2180,7 +2180,7 @@ CCMD(opensaves)
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CVAR (Int, autosavenum, 0, CVAR_NOSET|CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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static int nextautosave = -1;
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CVAR (Int, disableautosave, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, saveloadconfirmation, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // [mxd]
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CVAR (Bool, saveloadconfirmation, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // [mxd]
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CUSTOM_CVAR (Int, autosavecount, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (self < 0)
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@ -2188,7 +2188,7 @@ CUSTOM_CVAR (Int, autosavecount, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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}
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CVAR (Int, quicksavenum, -1, CVAR_NOSET|CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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static int lastquicksave = -1;
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CVAR (Bool, quicksaverotation, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, quicksaverotation, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CUSTOM_CVAR (Int, quicksaverotationcount, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (self < 1)
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@ -122,7 +122,7 @@ EXTERN_CVAR(Float, hud_scalefactor)
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EXTERN_CVAR(Bool, hud_aspectscale)
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CVAR (Bool, crosshairon, true, CVAR_ARCHIVE);
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CVAR (Int, crosshair, 0, CVAR_ARCHIVE)
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CVAR (Int, crosshair, 1, CVAR_ARCHIVE)
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CVAR (Bool, crosshairforce, false, CVAR_ARCHIVE)
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CUSTOM_CVAR(Int, am_showmaplabel, 2, CVAR_ARCHIVE)
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{
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@ -153,7 +153,7 @@ CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE|CVAR_NOINITCA
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}
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CVAR (Bool, cl_missiledecals, true, CVAR_ARCHIVE)
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CVAR (Bool, addrocketexplosion, false, CVAR_ARCHIVE)
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CVAR (Bool, addrocketexplosion, true, CVAR_ARCHIVE)
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CVAR (Int, cl_pufftype, 0, CVAR_ARCHIVE);
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CVAR (Int, cl_bloodtype, 0, CVAR_ARCHIVE);
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@ -35,7 +35,7 @@
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static float distfogtable[2][256]; // light to fog conversion table for black fog
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CVAR(Int, gl_weaponlight, 8, CVAR_ARCHIVE);
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CVAR(Bool, gl_enhanced_nightvision, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
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CVAR(Bool, gl_enhanced_nightvision, false, CVAR_ARCHIVE|CVAR_NOINITCALL)
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//==========================================================================
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//
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@ -945,7 +945,7 @@ OptionMenu "VideoOptions" protected
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Option "$DSPLYMNU_ROCKETTRAILS", "cl_rockettrails", "RocketTrailTypes"
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Option "$DSPLYMNU_BLOODTYPE", "cl_bloodtype", "BloodTypes"
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Option "$DSPLYMNU_PUFFTYPE", "cl_pufftype", "PuffTypes"
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Slider "$DSPLYMNU_MAXPARTICLES", "r_maxparticles", 100, 10000, 100, 0
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Slider "$DSPLYMNU_MAXPARTICLES", "r_maxparticles", 100, 65535, 100, 0
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Slider "$DSPLYMNU_MAXDECALS", "cl_maxdecals", 0, 10000, 100, 0
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Option "$DSPLYMNU_PLAYERSPRITES", "r_drawplayersprites", "OnOff"
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Option "$DSPLYMNU_DEATHCAM", "r_deathcamera", "OnOff"
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