Commit graph

25 commits

Author SHA1 Message Date
Magnus Norddahl
db4472b067 Maps with a ZDRayInfo must always have dynamic lights (gl_lights cvar is ignored in this situation) 2024-12-06 20:58:12 +01:00
nashmuhandes
896102c179 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
2023-03-19 04:35:27 +08:00
Christoph Oelckers
b19b0db150 - moved language CVAR to backend. 2022-10-02 17:59:39 +02:00
nashmuhandes
1785788bdc - Added 'ScaleWeaponFOV' flag to MODELDEF. Affects weapon models only; will scale the model along with the user's FOV to reduce distortion.
- Additionally, a 'cl_scaleweaponfov' CVar has been added to allow users to further fine-tune the weapon model scale with higher FOVs
2022-03-08 07:43:39 +01:00
Christoph Oelckers
f912712f9d - cleaned up c_console.cpp to be moved into 'common'. 2020-10-25 13:14:19 +01:00
Christoph Oelckers
4deb7593b5 - final update of menu code from Raze. 2020-10-16 22:57:30 +02:00
Christoph Oelckers
3a81c07ecf - moved language switching code to 'common'. 2020-10-16 22:57:27 +02:00
Christoph Oelckers
b3c7b81893 - decoupled the string table from game implementation details.
Using callbacks now to query needed game state.
2020-04-11 20:19:51 +02:00
Christoph Oelckers
c713850dac - moved sc_man and palettecontainer to the 'common' folder. 2020-04-11 14:00:21 +02:00
Christoph Oelckers
8ff888422e - force Greek to use the standard font in Heretic and Hexen.
Unlike the other games where only 7 characters need to be added to their all caps fonts, for the Raven games' lowercase fonts all Greek characters need to be entirely redone which right now is entirely unrealistic.
This can be changed back once a workable font exists.
2020-02-16 13:52:44 +01:00
Rachael Alexanderson
2e467bd239 - update window title with current level name 2019-12-25 09:52:57 -05:00
cuttlefish
e4896e343b - Converts keyboard turnspeeds into global CVars 2019-08-18 18:30:37 +02:00
Christoph Oelckers
e0a0be4f7b - added a CanPrint function to FFont and used that to handle the statistics display on the automap HUD to only replace the font when actually needed, not based on the language. 2019-04-22 09:08:43 +02:00
Christoph Oelckers
5b6bae409e - automated the SmallFont selection based on a filter string in the language table. 2019-04-21 12:38:43 +02:00
Christoph Oelckers
c0b322c51a - make the switch between game and generic fonts automatic by adding a key value to the language table 2019-04-12 00:20:42 +02:00
Alexander
73d81d3983 added option search menu 2019-03-16 18:40:13 +01:00
Christoph Oelckers
dbd6c2eabf - removed the automatic system language detection for Windows.
Default language is now always American English, just like on Linux and macOS.
2019-03-16 00:07:18 +01:00
Rachael Alexanderson
8fab907885 - set language cvar to global config, it should not be game-specific 2019-03-03 16:14:58 +01:00
Christoph Oelckers
4cf90d70ae - fixed: cl_maxdecals did not reset the decal counter when deleting decals. 2019-03-02 12:58:28 +01:00
Christoph Oelckers
6129f9a9cc - fixed a warning and set NOINITCALL for a few CVARs accessing the current level.
These inits are done at a time when the data isn't even initialized so they will get overwritten anyway.
2019-02-24 10:05:01 +01:00
Christoph Oelckers
18fb7fdd81 - moved some diagnostic CCMDs to g_dumpinfo.cpp. 2019-02-01 00:14:31 +01:00
Christoph Oelckers
65f3fec283 - copied a few more map information CCMDs to g_ccmd. 2019-01-31 03:03:56 +01:00
Christoph Oelckers
4984bc8c5f - prettification of a few files 2019-01-31 02:50:12 +01:00
Christoph Oelckers
25d5b788f5 - reviewed and sorted out the remaining parts of g_shared 2019-01-31 02:27:54 +01:00
Christoph Oelckers
0f2938089d - started cleaning up the contents of the g_shared directory, starting with a_dynlight.cpp
This is supposed to be come the place where all pure play code should be placed, but for that all CVARs and CCMDs and other things that do not directly handle play data should be taken out to make code reviewing easier. These now get collected in two separate files, g_cvars.cpp and g_dumpinfo.cpp respectively.
The sole ZScript property in here has also been moved - to thingdef_properties.cpp.
2019-01-31 02:05:16 +01:00