Change more default settings

- Show item counter on automap
- Enable thicker automap lines and anti-aliased lines for better visibility with high res displays
- 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 mouse in menus by default (instead of touchscreen-like)
- Don't show ENDDOOM when quitting the app
- Enable the first crosshair, and set its scale slightly smaller
- Grow crosshair when picking up items
- Set autoaim slider to 0
- 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
- 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:
nashmuhandes 2023-03-19 04:35:27 +08:00
commit 896102c179
15 changed files with 24 additions and 24 deletions

View file

@ -130,10 +130,10 @@ struct islope_t
//
//=============================================================================
CVAR(Bool, am_textured, false, CVAR_ARCHIVE)
CVAR(Bool, am_textured, true, CVAR_ARCHIVE)
CVAR(Float, am_linealpha, 1.0f, CVAR_ARCHIVE)
CVAR(Int, am_linethickness, 1, CVAR_ARCHIVE)
CVAR(Int, am_lineantialiasing, 0, CVAR_ARCHIVE)
CVAR(Int, am_linethickness, 2, CVAR_ARCHIVE)
CVAR(Int, am_lineantialiasing, 1, CVAR_ARCHIVE)
CVAR(Bool, am_thingrenderstyles, true, CVAR_ARCHIVE)
CVAR(Int, am_showsubsector, -1, 0);
@ -159,7 +159,7 @@ CVAR(Int, am_rotate, 0, CVAR_ARCHIVE);
CVAR(Int, am_overlay, 0, CVAR_ARCHIVE);
CVAR(Bool, am_showsecrets, true, CVAR_ARCHIVE);
CVAR(Bool, am_showmonsters, true, CVAR_ARCHIVE);
CVAR(Bool, am_showitems, false, CVAR_ARCHIVE);
CVAR(Bool, am_showitems, true, CVAR_ARCHIVE);
CVAR(Bool, am_showtime, true, CVAR_ARCHIVE);
CVAR(Bool, am_showtotaltime, false, CVAR_ARCHIVE);
CVAR(Int, am_colorset, 0, CVAR_ARCHIVE);

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@ -47,7 +47,7 @@ static F2DDrawer drawer = F2DDrawer();
F2DDrawer* twod = &drawer;
EXTERN_CVAR(Float, transsouls)
CVAR(Float, classic_scaling_factor, 1.0, CVAR_ARCHIVE)
CVAR(Float, classic_scaling_factor, 2.0, CVAR_ARCHIVE)
CVAR(Float, classic_scaling_pixelaspect, 1.2f, CVAR_ARCHIVE)
IMPLEMENT_CLASS(FCanvas, false, false)

View file

@ -52,7 +52,7 @@
#include "m_argv.h"
#include "i_interface.h"
CVAR(Bool, inter_subtitles, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR(Bool, inter_subtitles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CutsceneState cutscene;
static int ticks;

View file

@ -64,7 +64,7 @@ CVAR (Int, m_showinputgrid, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, m_blockcontrollers, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR (Float, snd_menuvolume, 0.6f, CVAR_ARCHIVE)
CVAR(Int, m_use_mouse, 2, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Int, m_use_mouse, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Int, m_show_backbutton, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, m_cleanscale, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
// Option Search

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@ -56,7 +56,7 @@ CUSTOM_CVAR(Int, gl_fogmode, 2, CVAR_ARCHIVE | CVAR_NOINITCALL)
CVAR(Bool, gl_portals, true, 0)
CVAR(Bool,gl_mirrors,true,0) // This is for debugging only!
CVAR(Bool,gl_mirror_envmap, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
CVAR(Bool, gl_seamless, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, gl_seamless, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Int, r_mirror_recursions,4,CVAR_GLOBALCONFIG|CVAR_ARCHIVE)
{

View file

@ -67,7 +67,7 @@
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CUSTOM_CVAR(Int, showendoom, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Int, showendoom, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (self < 0) self = 0;
else if (self > 2) self=2;

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@ -59,8 +59,8 @@ IMPLEMENT_CLASS(DHUDFont, false, false);
CVAR(Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE);
CVAR(Int, crosshairhealth, 2, CVAR_ARCHIVE);
CVARD(Float, crosshairscale, 0.5, CVAR_ARCHIVE, "changes the size of the crosshair");
CVAR(Bool, crosshairgrow, false, CVAR_ARCHIVE);
CVARD(Float, crosshairscale, 0.2f, CVAR_ARCHIVE, "changes the size of the crosshair");
CVAR(Bool, crosshairgrow, true, CVAR_ARCHIVE);
CUSTOM_CVARD(Float, hud_scalefactor, 1.f, CVAR_ARCHIVE, "changes the hud scale")
{

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@ -54,7 +54,7 @@
static FRandom pr_pickteam ("PickRandomTeam");
CVAR (Float, autoaim, 35.f, CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (Float, autoaim, 0.f, CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (String, name, "Player", CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (Color, color, 0x40cf00, CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (Int, colorset, 0, CVAR_USERINFO | CVAR_ARCHIVE);

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@ -122,10 +122,10 @@ CUSTOM_CVAR (Int, cl_maxdecals, 1024, CVAR_ARCHIVE|CVAR_NOINITCALL)
// [BC] Allow the maximum number of particles to be specified by a cvar (so people
// with lots of nice hardware can have lots of particles!).
CUSTOM_CVAR(Int, r_maxparticles, 4000, CVAR_ARCHIVE | CVAR_NOINITCALL)
CUSTOM_CVAR(Int, r_maxparticles, 10000, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
if (self == 0)
self = 4000;
self = 10000;
else if (self > 65535)
self = 65535;
else if (self < 100)

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@ -131,7 +131,7 @@ EXTERN_CVAR (Float, con_midtime);
//
//==========================================================================
CUSTOM_CVAR (Int, displaynametags, 0, CVAR_ARCHIVE)
CUSTOM_CVAR (Int, displaynametags, 3, CVAR_ARCHIVE)
{
if (self < 0 || self > 3)
{
@ -201,7 +201,7 @@ int lookspeed[2] = {450, 512};
#define SLOWTURNTICS 6
CVAR (Bool, cl_run, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always run?
CVAR (Bool, cl_run, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always run?
CVAR (Bool, invertmouse, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Invert mouse look down/up?
CVAR (Bool, invertmousex, false, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Invert mouse look left/right?
CVAR (Bool, freelook, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE) // Always mlook?
@ -2179,7 +2179,7 @@ CCMD(opensaves)
CVAR (Int, autosavenum, 0, CVAR_NOSET|CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
static int nextautosave = -1;
CVAR (Int, disableautosave, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, saveloadconfirmation, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // [mxd]
CVAR (Bool, saveloadconfirmation, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // [mxd]
CUSTOM_CVAR (Int, autosavecount, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (self < 0)
@ -2187,7 +2187,7 @@ CUSTOM_CVAR (Int, autosavecount, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
}
CVAR (Int, quicksavenum, -1, CVAR_NOSET|CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
static int lastquicksave = -1;
CVAR (Bool, quicksaverotation, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, quicksaverotation, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CUSTOM_CVAR (Int, quicksaverotationcount, 4, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
if (self < 1)

View file

@ -122,7 +122,7 @@ EXTERN_CVAR(Float, hud_scalefactor)
EXTERN_CVAR(Bool, hud_aspectscale)
CVAR (Bool, crosshairon, true, CVAR_ARCHIVE);
CVAR (Int, crosshair, 0, CVAR_ARCHIVE)
CVAR (Int, crosshair, 1, CVAR_ARCHIVE)
CVAR (Bool, crosshairforce, false, CVAR_ARCHIVE)
CUSTOM_CVAR(Int, am_showmaplabel, 2, CVAR_ARCHIVE)
{

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@ -152,7 +152,7 @@ CUSTOM_CVAR (Float, sv_gravity, 800.f, CVAR_SERVERINFO|CVAR_NOSAVE|CVAR_NOINITCA
}
CVAR (Bool, cl_missiledecals, true, CVAR_ARCHIVE)
CVAR (Bool, addrocketexplosion, false, CVAR_ARCHIVE)
CVAR (Bool, addrocketexplosion, true, CVAR_ARCHIVE)
CVAR (Int, cl_pufftype, 0, CVAR_ARCHIVE);
CVAR (Int, cl_bloodtype, 0, CVAR_ARCHIVE);

View file

@ -35,7 +35,7 @@
static float distfogtable[2][256]; // light to fog conversion table for black fog
CVAR(Int, gl_weaponlight, 8, CVAR_ARCHIVE);
CVAR(Bool, gl_enhanced_nightvision, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
CVAR(Bool, gl_enhanced_nightvision, false, CVAR_ARCHIVE|CVAR_NOINITCALL)
//==========================================================================
//

View file

@ -78,10 +78,10 @@ EXTERN_CVAR(Float, r_actorspriteshadowfadeheight)
CVAR(Bool, gl_usecolorblending, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_sprite_blend, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR(Int, gl_spriteclip, 1, CVAR_ARCHIVE)
CVAR(Int, gl_spriteclip, 2, CVAR_ARCHIVE)
CVAR(Float, gl_sclipthreshold, 10.0, CVAR_ARCHIVE)
CVAR(Float, gl_sclipfactor, 1.8f, CVAR_ARCHIVE)
CVAR(Int, gl_particles_style, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // 0 = square, 1 = round, 2 = smooth
CVAR(Int, gl_particles_style, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // 0 = square, 1 = round, 2 = smooth
CVAR(Int, gl_billboard_mode, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_billboard_faces_camera, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_billboard_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)

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@ -952,7 +952,7 @@ OptionMenu "VideoOptions" protected
Option "$DSPLYMNU_ROCKETTRAILS", "cl_rockettrails", "RocketTrailTypes"
Option "$DSPLYMNU_BLOODTYPE", "cl_bloodtype", "BloodTypes"
Option "$DSPLYMNU_PUFFTYPE", "cl_pufftype", "PuffTypes"
Slider "$DSPLYMNU_MAXPARTICLES", "r_maxparticles", 100, 10000, 100, 0
Slider "$DSPLYMNU_MAXPARTICLES", "r_maxparticles", 100, 65535, 100, 0
Slider "$DSPLYMNU_MAXDECALS", "cl_maxdecals", 0, 10000, 100, 0
Option "$DSPLYMNU_PLAYERSPRITES", "r_drawplayersprites", "OnOff"
Option "$DSPLYMNU_DEATHCAM", "r_deathcamera", "OnOff"