1.2 update w/ GZDoom 4.9 features:
- Changeable player skins. - Ammo LEDs are now 1:1 with UT by using canvas textures. - Integrate some add-ons, including reskins. - Various fixes (some backported from Demolitionist). - Migrated from libeye to Gutamatics.
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1761 changed files with 4461 additions and 1597 deletions
64
cvarinfo.txt
64
cvarinfo.txt
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@ -1,29 +1,28 @@
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user int flak_protomenu = 0; // version of main menu (0: final, 1: 22x betas, 2: same as 1, but with extended menu music)
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user bool flak_showmenu = true; // show the UT main menu background whenever the menu is open
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nosave int flak_protomenu = 0; // version of main menu (0: final, 1: 22x betas, 2: same as 1, but with extended menu music)
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nosave bool flak_showmenu = true; // show the UT main menu background whenever the menu is open
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server bool flak_pulsereload = false; // pulsegun can reload (features unused animation from early versions)
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server bool flak_enforcerreload = false; // enforcer can reload
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user bool flak_redeemerreadout = true; // enable target readout, may cause slowdowns on weak CPUs
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user bool flak_redeemerreadout_perframe = false; // target readout updates per-frame rather than per-tic. experimental for asmjit performance testing (seems to work well so far)
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user int flak_colorprefs = 2; // 0: team color, 1: player color, 2: custom color
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user color flak_colorcustom = "00 80 ff"; // custom hud color
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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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nosave bool flak_redeemerreadout = true; // enable target readout, may cause slowdowns on weak CPUs
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nosave int flak_colorprefs = 2; // 0: team color, 1: player color, 2: custom color
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nosave color flak_colorcustom = "00 80 ff"; // custom hud color
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nosave 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; // show ammo counters
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user bool flak_showfrags = true; // show kill/frag count
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user bool flak_showinfo = true; // show name of aimed at player in mp (and their health if in coop or same team)
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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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user bool flak_footsteps = true; // players make footstep sounds
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user bool flak_bossfootsteps = false; // boss players play mechanic footsteps (unlike in vanilla UT)
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nosave bool flak_showweapons = true; // if disabled, frags and ammo are shown centered, with a gap for armor and health
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nosave 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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nosave bool flak_showammo = true; // show ammo counters
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nosave bool flak_showfrags = true; // show kill/frag count
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nosave bool flak_showinfo = true; // show name of aimed at player in mp (and their health if in coop or same team)
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nosave float flak_hudsize = 1.0; // 0.2 <-> 1.0 in steps of 0.2 (default 1.0)
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nosave float flak_weaponsize = 0.8; // 0.2 <-> 1.0 in steps of 0.2 (default 0.8)
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nosave float flak_statussize = 1.0; // 0.5 <-> 1.5 in steps of 0.1 (default 1.0)
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nosave bool flak_footsteps = true; // players make footstep sounds
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nosave bool flak_bossfootsteps = false; // boss players play mechanic footsteps (unlike in vanilla UT)
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server bool flak_translocator = false; // translocator is enabled (hello, sequence breaking)
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server bool flak_transloc2k4 = false; // translocator has recharging ammo like in UT2k4 and up
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user bool flak_noswitchdeemer = true; // don't switch to redeemer when out of ammo
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user bool flak_deemershader = false; // fancy blur/grain/tint shader
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nosave bool flak_deemershader = false; // fancy blur/grain/tint shader
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server bool flak_classicsshock = false; // classic enhanced shock rifle (no altfire, beams don't have splash damage)
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server bool flak_utmovement = false; // emulate UE1's air/ground movement physics
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server bool flak_doomspeed = false; // keep Doomguy run speed when using UT movement
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@ -38,8 +37,31 @@ server bool flak_blood = true; // [WIP] use doom tournament blood (disable if
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server bool flak_gibs = false; // [WIP/UNSTABLE] use doom tournament gibbing (disable if using another gore mod)
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server bool flak_doomtest = false; // made toggleable due to loud complaints
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server noarchive bool flak_instagib = false; // instagib mode (only for dm) - this cvar has to be set from the command line
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user float flak_flashstrength = 1.0; // strength of screen flashes
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nosave float flak_flashstrength = 1.0; // strength of screen flashes
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server bool flak_sawammo = false; // chainsaw uses fuel
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user bool flak_zoomsound = false; // sniper rifle plays unused zoom sounds (annoying)
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user bool flak_zoomshader = false; // sniper rifle has a scope shader
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nosave bool flak_zoomsound = false; // sniper rifle plays unused zoom sounds (annoying)
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nosave bool flak_zoomshader = false; // sniper rifle has a scope shader
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server bool flak_vanillaarmor = true; // shield belt removes body/thigh armors on pickup
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nosave int flak_ambglow = 1; // ambient glow for pickup skins (0: none, 1: normal, 2: high visibility)
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user int flak_skinteam = -1; // team color for player skin
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user String flak_cmdoskin = "cmdo"; // skin for Male Commando class
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user String flak_cmdoface = "blake"; // face for Male Commando class
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user String flak_fcmdskin = "cmdo"; // skin for Female Commando class
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user String flak_fcmdface = "ivana"; // face for Female Commando class
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user String flak_sldrskin = "sldr"; // skin for Male Soldier class
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user String flak_sldrface = "brock"; // face for Male Soldier class
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user String flak_armyskin = "army"; // skin for Female Soldier class
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user String flak_armyface = "lauren"; // face for Female Soldier class
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nosave bool flak_oldudamage = false; // v220 UDamage skin
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nosave int flak_oldredeemer = 0; // v220 or v222 Redeemer skin
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nosave bool flak_oldimpact = false; // v220 Impact Hammer skin
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server bool flak_oldtloc = false; // v220 Translocator (not a skin, so can't be clientside)
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nosave int flak_oldpulse = 0; // v222 or v322 Pulsegun skin
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nosave bool flak_announcer = false; // enable UT announcer
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nosave float flak_announcervol = 0.5; // volume of announcer
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nosave bool flak_voices = false; // enable UT taunts
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nosave float flak_voicevol = 1.0; // volume of taunts
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