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

@ -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)