Switch ambientglow+brightmap shader to actually use brightmap textures directly. This bumps the version requirement to 3.5.0 and makes it sorta-possible to play with software rendering without seeing "invisible pickup models". Re-ran all textures through optipng. All add-ons have been updated accordingly.
22 lines
1.3 KiB
Text
22 lines
1.3 KiB
Text
user int flak_protomenu = 0;
|
|
user bool flak_showmenu = true;
|
|
server bool flak_pulsereload = false;
|
|
server bool flak_enforcerreload = false;
|
|
user bool flak_redeemerreadout = true;
|
|
user int flak_colorprefs = 2;
|
|
user color flak_colorcustom = "00 80 ff";
|
|
user int flak_opacity = 15; // UT's opacity is 1 <-> 16 in steps of 1 (default 15)
|
|
// 16 means fully opaque, everything else is just additive with gradually lowering alpha
|
|
// status is never fully opaque (clamped under 16)
|
|
// currently selected weapon and numbers are fully opaque until 8 opacity (their opacity is bumped by 7 basically)
|
|
user bool flak_showweapons = true; // if disabled, frags and ammo are shown centered, with a gap for armor and health
|
|
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)
|
|
user bool flak_showammo = true;
|
|
user bool flak_showfrags = true;
|
|
user bool flak_showinfo = true;
|
|
user float flak_hudsize = 1.0; // 0.2 <-> 1.0 in steps of 0.2 (default 1.0)
|
|
user float flak_weaponsize = 0.8; // 0.2 <-> 1.0 in steps of 0.2 (default 0.8)
|
|
user float flak_statussize = 1.0; // 0.5 <-> 1.5 in steps of 0.1 (default 1.0)
|
|
user bool flak_footsteps = true;
|
|
server bool flak_translocator = false;
|
|
user bool flak_noswitchdeemer = true; // don't switch to redeemer when out of ammo
|