![]() If this cvar is negative, the crosshair is translucent, otherwise it is opaque. There are currently four possible settings for this cvar:ĭefault: 0 If this cvar is non-zero, it draws a crosshair. Values are clamped to stay between 0.25 and 1.ĭefault: true When true, teleporters will create an Unreal-like zooming effect when you use them.ĭefault: 1 Selects the type of screen wipe to use. This option can be enabled so that monsters will only visibly move at the 35 FPS rate.ĭefault: 0.75 Defines the level of alpha transparency for lost souls and other actors with the SoulTrans RenderStyle. In some situations, this may cause jerky or inaccurate movement when ZDoom attempts to interpolate. However, the actual AI that moves them is still limited to the normal 35 tics per second rate. The value is combined from several palette flash flags.ĭefault: false If true, ZDoom uses accurate palette flashes for delayed poisoning from Strife's damaging floors.ĭefault: false If true, ZDoom uses accurate palette flashes for the Bloodscourge and Wraithverge weapons.ĭefault: false If true, ZDoom uses accurate palette flashes for frozen death.ĭefault: false If true, ZDoom uses accurate palette flashes for poison damage.ĭefault: false Because ZDoom allows the framerate to go above 35 FPS, monster movement is interpolated by default so they move more smoothly and take advantage of the additional frames. This affects the death state sequence of any actor with the DEHEXPLOSION flag.ĭefault: 0 Affects the palette flashes that happen in certain circumstances, notably in Hexen and Strife. When true, rocket explosions use additive translucency instead, producing a brighter effect. Default: false When false, rocket explosions are drawn with normal translucency.
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