- Crouched gesture animations. - Proper crouch-jumping (now always enabled). - New fanart by Endie. - Swimming animations (also used by flight). - Hexen-style startup screen. - More model cleanup. - Prevent Wallbuster reload menu from opening on intermissions. - Intermissions now only handle fire and use for advance, to prevent some lil' accidents. - Holding altfire on intermissions hides ui elements, so the bg is fully visible. - Begin writing lore for collectibles (these will come in a couple updates). - Fix fuzz shader being affected by texture upscaling. - Enemies with >=1000 starting hp also can drop golden shells. - Explodium Gun no longer shows with a "1x" prefix on menus when single. - Player animation transition tweaks.
83 lines
6.1 KiB
Text
83 lines
6.1 KiB
Text
// player
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user string swwm_voicetype = "default"; // voice for your demolitionist
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//user color swwm_tagcolor = "40 FF 00"; // color of your model tags, not available due to engine dickery
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user float swwm_flashstrength = 1.0; // strength of screen flashes
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user int swwm_hudmargin = 20; // margin around fullscreen hud elements
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user int swwm_maxshown = 4; // max messages to show normally
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user int swwm_maxshownbig = 10; // max messages to show when chatting
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user int swwm_maxpickup = 5; // total pickup messages visible
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user int swwm_mutevoice = 0; // mute demolitionist voice
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// 0 - none
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// 1 - combat comments
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// 2 - item/secret comments
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// 3 - map start comment
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// 4 - pain/death and grunts
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user int swwm_chatduration = 25; // lifespan of chat messages
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user int swwm_msgduration = 5; // lifespan of other messages
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user int swwm_pickduration = 3; // lifespan of pickup messages
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server bool swwm_sharekeys = true; // share keys in mp
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user noarchive int swwm_lasttab = 0; // last selected tab in the menu
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user noarchive int swwm_lastloretab = 0; // last selected tab in the library submenu
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user noarchive int swwm_laststattab = 0; // last selected tab in the stats submenu
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user bool swwm_autousearmor = true; // automatically use armor items when possible
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user bool swwm_autousehealth = true; // automatically use health items when possible
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user bool swwm_autouseammo = true; // automatically use ammo fabricators when possible (excl. tier 4)
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server int swwm_enforceautousearmor = 0; // 1: server enforces auto use, -1: server enforces no auto use, 0: server respects user setting
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server int swwm_enforceautousehealth = 0; // likewise for health
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server int swwm_enforceautouseammo = 0; // likewise for fabricators
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user bool swwm_targeter = true; // show targeter healthbars
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user bool swwm_targettags = true; // show enemy tags above healthbars
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user bool swwm_healthnums = true; // show damage/healing numbers
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user bool swwm_scorenums = true; // show score numbers
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user bool swwm_scorebonus = true; // show score bonuses
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user bool swwm_pois = true; // show points of interest highlighted by omnisight
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user bool swwm_fly6dof = false; // flying uses 6dof movement, toggleable for those who get motion sickness
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user bool swwm_othervoice = true; // can hear other player's voice lines in coop
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user bool swwm_shaders = true; // use pp shaders for some effects
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user bool swwm_earbuster = false; // limits loudness of wallbuster fire sounds
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server bool swwm_revive = true; // allows the player to do an "emergency reboot" when dying
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server int swwm_revivecooldown = 60; // cooldown after using a revive, in seconds (0: no limit)
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user int swwm_intertype = 1; // 0 - standard bg
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// 1 - fanart
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// 2 - 4komas
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server bool swwm_balluse = true; // lead ball can "press" switches remotely
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user bool swwm_bosshealthbars = true; // display large healthbars for vanilla boss encounters
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server bool swwm_upgradebosses = true; // vanilla bosses will be "upgraded" to be less insta-die prone
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server bool swwm_extraalert = false; // enables A_AlertMonsters calls for certain things which may be cpu-heavy
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user bool swwm_accdamage = false; // damage within the same tic is grouped into a single damage number
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user int swwm_maxtargets = 40; // maximum targeter healthbars to display (0 = unlimited)
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user int swwm_maxscorenums = 0; // maximum score numbers to display (0 = unlimited)
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user int swwm_maxdamnums = 0; // maximum damage/healing numbers to display (0 = unlimited)
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user int swwm_hudscale = 0; // HUD scaling (0 = use GZDoom scaling)
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user int swwm_barscale = 0; // target healthbar scaling (0 = use GZDoom scaling)
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user int swwm_scrscale = 0; // score scaling (0 = use GZDoom scaling)
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user int swwm_numscale = 0; // damnum scaling (0 = use GZDoom scaling)
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user int swwm_poiscale = 0; // point of interest scaling (0 = use GZDoom scaling)
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user int swwm_detscale = 0; // item sense scaling (0 = use GZDoom scaling)
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server bool swwm_blood = false; // custom blood/gibbing
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server int swwm_maxblood = 400; // max blood effects at any time
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server int swwm_maxgibs = 100; // max gibs at any time
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server int swwm_maxcasings = 200; // max casings and spent mags at any time
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server int swwm_maxdebris = 500; // max chunks of debris at any time
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user bool swwm_fuzz = true; // allows toggling the fuzz shader on the demolitionist menus, useful if you're streaming/recording since it destroys the encoding quality
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user bool swwm_cbtpause = true; // wallbuster menu pauses the game
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user noarchive int swwm_cbtmeme = 0; // easter egg, hidden cvar
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user noarchive bool swwm_cbttime = false; // debug: times how long a reload takes
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user noarchive int swwm_cbtlast = 0; // last selected ammo for the wallbuster
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server bool swwm_cbtall = true; // wallbuster breaks any wall, not just movable ones
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server bool swwm_doomfall = false; // monsters take fall damage outside of hexen
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server bool swwm_capmcrange = false; // cap ynykron chain reaction range
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server bool swwm_resetscore = true; // reset score back to 0 on pistol starts
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server bool swwm_notrack = false; // disables all combat tracking (useful to speed up slaughterwads)
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server bool swwm_ynykronalert = false; // caps ynykron alert (so it doesn't wake everyone up)
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user bool swwm_menupause = true; // pause the game when demolitionist menu is open
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server noarchive bool swwm_explosiondebug = false; // debug visual aid for DoExplosion
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user bool swwm_funtags = true; // replace vanilla monster names with silly ones
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//server bool swwm_omnibust = false; // TODO add wallbusting effect to all weapons
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//server bool swwm_superfuel = false; // TODO enable unlimited fuel
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//server bool swwm_partytime = false; // TODO killed enemies burst into confetti
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server bool swwm_simplefog = false; // simplified teleport fogs (useful to speed up slaughterwads)
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user bool swwm_bigtags = false; // use a bigger font for targeter tags
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user bool swwm_intermusic = false; // use original intermission music
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server int swwm_enemydrops = 0; // allow enemies to drop ammo and weapons (-1 - no ammo or weapons, 0 - ammo only, 1 - both)
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server bool swwm_shotgib = true; // buckshot can gib (some people don't like this for some reason, so it's an option now)
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