Reverted radius/height changes to items, it causes issues on many maps.
Implemented proper HUD rendering, along with toggling and resizing. Works just like in UT now. Added "extended" version of the Beta menu music, quickly put together in OpenMPT. I really like it. Added M_DOOM graphic and changed the titlemap texture. Made various screen graphics additive now that I know how to. Separated pickup and first person brightmaps for Pulse Gun, this is needed for beta skin packs (there will be skins for the Pulse Gun, Redeemer and Impact Hammer).
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27 changed files with 295 additions and 327 deletions
19
cvarinfo.txt
19
cvarinfo.txt
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@ -1,9 +1,20 @@
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user bool flak_protomenu = false;
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user int flak_protomenu = 0;
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user bool flak_showmenu = true;
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server bool flak_betaudamage = false;
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server bool flak_pulsereload = false;
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server bool flak_enforcerreload = false;
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user bool flak_redeemerreadout = true;
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user int flak_colorprefs = 0;
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user color flak_colorcustom = "ff ff ff";
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user float flak_opacity = 0.8;
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user color flak_bgcolor = "00 00 00";
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user color flak_colorcustom = "00 80 ff";
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user int flak_opacity = 15; // UT's opacity is 1 <-> 16 in steps of 1 (default 15)
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// 16 means fully opaque, everything else is just additive with gradually lowering alpha
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// status is never fully opaque (clamped under 16)
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// currently selected weapon and numbers are fully opaque until 8 opacity (their opacity is bumped by 7 basically)
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user bool flak_showweapons = true; // if disabled, frags and ammo are shown centered, with a gap for armor and health
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user bool flak_showstatus = true; // if disabled armor and health show on the top right (or center between frags and ammo if weapon display is disabled)
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user bool flak_showammo = true;
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user bool flak_showfrags = true;
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user bool flak_showinfo = true;
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user float flak_hudsize = 1.0; // 0.2 <-> 1.0 in steps of 0.2 (default 1.0)
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user float flak_weaponsize = 0.8; // 0.2 <-> 1.0 in steps of 0.2 (default 0.8)
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user float flak_statussize = 1.0; // 0.5 <-> 1.5 in steps of 0.1 (default 1.0)
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