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
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15 changed files with 24 additions and 24 deletions
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@ -35,7 +35,7 @@
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static float distfogtable[2][256]; // light to fog conversion table for black fog
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CVAR(Int, gl_weaponlight, 8, CVAR_ARCHIVE);
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CVAR(Bool, gl_enhanced_nightvision, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
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CVAR(Bool, gl_enhanced_nightvision, false, CVAR_ARCHIVE|CVAR_NOINITCALL)
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//==========================================================================
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//
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@ -78,10 +78,10 @@ EXTERN_CVAR(Float, r_actorspriteshadowfadeheight)
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CVAR(Bool, gl_usecolorblending, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_sprite_blend, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR(Int, gl_spriteclip, 1, CVAR_ARCHIVE)
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CVAR(Int, gl_spriteclip, 2, CVAR_ARCHIVE)
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CVAR(Float, gl_sclipthreshold, 10.0, CVAR_ARCHIVE)
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CVAR(Float, gl_sclipfactor, 1.8f, CVAR_ARCHIVE)
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CVAR(Int, gl_particles_style, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // 0 = square, 1 = round, 2 = smooth
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CVAR(Int, gl_particles_style, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // 0 = square, 1 = round, 2 = smooth
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CVAR(Int, gl_billboard_mode, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_billboard_faces_camera, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_billboard_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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