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cvarinfo.txt
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server bool bidiswitch = false;
server bool bubbleswitch = true;
server bool cinderswitch = true;
server bool cloudswitch = true;
server bool dustswitch = true;
server bool fogswitch = true;
server bool leavesswitch = true;
server bool litsswitch = true;
server bool rainswitch = true;
server bool smokeswitch = true;
server bool smoketype = true;
server bool snowswitch = true;
server bool splashswitch = true;
server bool sprintswitch = false;
server bool steamswitch = true;
server bool sv_boastrafetilt = true;
server bool torchtype = true;
server float flinchamount = 1.0;
server int bloodlifetime = 60;
server int boomswitch = 5;
server int casinglifetime = 60;
server int debrislifetime = 60;
server int fireswitch = 5;
server int grasslod = 8192;
server int recoilamount = 1;
server int scenelod = 8192;
server int sfxlod = 8192;
server int sparkswitch = 5;
server int treeslod = 8192;
server int lightningdensity = 10;
server int zwl_maxflatdecals = 1024;
server int maxprecipitationactors = 200;
user bool autoreload = true;
user float uw_effectsize = 0.01;
user bool autosteer = false;
user bool developercommentswitch = false;
// These are hex-formated RGB colors converted to decimal to silence GZDB parsing errors (the hex values work fine in GZDoom)
server noarchive int g_activecolor = 10027008;
server noarchive int g_altcolor = 14483456;
server noarchive int g_inactivecolor = 4473924;
// Droplets CVARs
server bool blood_gibs = true;
server bool blood_pools = true;
server float blood_alpha = 0.75;
server float blood_rand = 1.0;
server float blood_size = 1.0;
server int blood_amt = 1;
user int cl_drop1_dist = 1536;
user int cl_drop2_dist = 768;
user int cl_drop3_dist = 384;
// Postprocessing
user bool tc_pp_lensflares = true;
user float tc_pp_lensflares_threshold = 0.1;
user int tc_pp_lensflares_samples = 16;
user float tc_pp_lensflares_distance = 0.009;
user float tc_pp_lensflares_amount = 0.2;
user bool tc_pp_vignette = true;
user float tc_pp_vignette_intensity = 80.0;
user float tc_pp_vignette_falloff = 0.3;
user bool cl_filmgrain = true;
user float cl_filmgrain_amount = 0.175;
user int cl_filmgrain_pixelsize = 640;
server bool r_colorgrading = true;
// Motion Blur
user bool mblur = true ;
user bool mblur_autostop = true ;
user float mblur_recovery = 64 ;
user float mblur_recovery2 = 90 ;
user float mblur_strength = 64 ;
user float mblur_threshold = 30 ;
user int mblur_blendmode = 1 ;
user int mblur_samples = 5 ;
user int cl_boaspriteshadowdistance = 1024;