1 // gameplay options menu
2 menudef GameplayOptions {
3 //selector = MenuSelector_SmallRight;
4 Title = "GAMEPLAY OPTIONS";
7 header "Slide Movement" [k8vavoom_developer_version > 0];
9 option enum [k8vavoom_developer_version > 0] {
10 title = "Sliding Code";
17 help = "Which sliding code to use?";
20 option bool [k8vavoom_developer_version > 0] {
21 title = "Q3 TimeLeft Method";
22 cvar = gm_q3slide_use_timeleft;
23 help = "Use 'timeleft' method for Q3 sliding code (gives wrong velocities and bumpiness)?";
26 option bool [k8vavoom_developer_version > 0] {
27 title = "Debug Slide Code";
28 cvar = dbg_slide_code;
29 help = "Dump various debug info in sliding code?";
36 title = "Monsters Melee Backing";
37 cvar = monster_backing;
44 "Should monsters back away from melee attacker (normal),",
45 "or always back away when they have a ranged attack? (forced)";
49 title = "Monsters can avoid dropoffs";
50 cvar = monster_dropoff;
54 title = "Better sight for monsters";
55 cvar = compat_better_sight;
56 help = "Perform slightly better (and slower) line-of-sight checking for monsters.";
60 title = "Limit PE soul spawn";
61 cvar = gm_default_pain_limit;
63 "Limit Pain Elemental Lost Soul spawn to 20, as in vanilla?"
64 "This can be overriden by MAPINFO."
65 "\cGWARNING: This setting takes effect only after full game restart"
66 "\cG(i.e. close the game, and run it again)!";
70 title = "Player Death Infighting";
71 cvar = gm_death_infighting;
72 help = "Should monsters start total infighting after player death?";
79 title = "Slide Bodies";
80 cvar = gm_slide_bodies;
82 "Slide bodies which may hang on ledges?",
83 "The algorithm is very experimental, and some bodies may",
84 "slide in a fancy ways. But this should not affect gameplay.";
88 title = "Slide Dropped Pickups";
89 cvar = gm_slide_drop_items;
91 "Slide dropped pickups which may hang on ledges?",
92 "Uses the same algorithm as corpse sliding.";
96 title = "Slide Time Limit";
97 cvar = gm_slide_time_limit;
102 "If sliding corpse/pickup cannot lay rest after this",
103 "number of seconds, it will not be nudged anymore.",
104 "'0' means \"no time limit\".";
108 title = "Bodies Wall Slide";
109 cvar = gm_corpse_slidemove;
111 "Should bodies use a sliding movement?",
112 "This helps with bodies sliding off the ledges.";
119 title = "Make Corpses Smaller";
120 cvar = gm_smaller_corpses;
122 "Make corpses smaller, so they will not hang on ledges?",
123 "This makes corpse collision radius smaller, so corpses will not",
124 "hang on ledges unrealistically (at least not so often).",
126 "\cGWARNING! This may create stuck monsters with Arch-Vile resurrection.",
127 "\cGWARNING! This may create stuck monsters in Nightmare mode.";
131 title = "Corpse Radius Multiplier";
132 cvar = gm_corpse_radius_mult;
137 "If 'smaller corpses' is active, monster corpse radius will be multiplied by this.";
142 header "Player Movement";
145 title = "Extra Player Friction";
146 cvar = player_extra_friction_enabled;
148 "Apply extra friction to non-moving player, to make",
149 "player movement feel less 'icy'?";
153 title = "Extra Player Friction Mult";
154 cvar = player_extra_friction;
159 "Multiply non-moving player friction by this",
160 "(if extra player friction is enabled above).";
164 header "Physics Options";
167 title = "Optimise Physics Calculation";
168 cvar = vm_optimise_statics;
170 "Omit most physics code for 'sleeping' entities, i.e. entities without",
171 "horizontal velocity, and standing on a floor.",
173 "This could allow you to play some pwads with 2k-4k monsters, but may",
174 "break some mods. If something doesn't work right, try to turn this",
175 "option off and check if it fixes broken things. There is no need to",
176 "restart a map to activate/deactivate this option.";
180 header "Other Options";
183 title = "Player Hit Kickback";
184 cvar = plr_allow_damage_thrust;
185 help = "Can the player be knocked back when damaged?";
189 title = "Infinitely tall monsters";
190 cvar = compat_nopassover;
192 "Map Default, or 'no'",
197 "Emulate vanilla infinitely tall monsters?"
198 "'Map Default' takes this from MAPINFO if set, otherwise defaults to 'NO'.";
202 title = "Toss dropped items";
203 cvar = compat_notossdrops;
205 "Map Default, or 'yes'",
210 "Should dropped items be tossed into the air a little?"
211 "'Map Default' takes this from MAPINFO if set, otherwise defaults to 'YES'.";
215 title = "Pushable barrels";
216 cvar = sv_pushable_barrels;
218 "Can barrels be pushed?"
219 "Don't worry, this option is latched (I should explain this)."
220 "\cJRequires game/map restart.";
224 title = "Respawn barrels";
225 cvar = sv_barrel_respawn;
226 help = "Respawn barrels in network game?";
230 title = "Decorations block projectiles";
231 cvar = sv_decoration_block_projectiles;
233 "Should decoration objects block projectiles?"
234 "Set to 'OFF' to get vanilla experience.";
238 title = "'Unstealth' monsters";
239 cvar = fuck_stealth_monsters;
241 "If you hate stealth monsters as much as I do,"
242 "you can turn them into normal ones with this toggle.";
246 title = "NON-Velocity-based transporters";
247 cvar = sv_transporters_absolute;
249 "Use velocity-based transporters?"
250 "This can glitch for small transporter speeds, and also"
251 "doesn't maintain the same speed as a scolling floor."
252 "If your pwad is not working right, try toggling this.";
256 title = "Monster Corpse Limit";
257 cvar = gm_corpse_limit;
262 "Limits the number of corpses on the map.",
263 "If there will be more than the given number of monsters,",
264 "some corpses will disappear.",
265 "Note that Arch-Vile cannot resurrect disappeared corpses (obviously).",
266 "'-1' means 'no limit'.";
270 header "Weapon Behaviour";
273 title = "Force Projectile Fire";
274 cvar = gm_vanilla_hitscan_type;
279 "Monsters And Player Weapons",
282 "You can replace vanilla hitscan attacks with fast projectile attacks.",
283 "This mostly works for vanilla monsters and weapons.",
284 "You can replace vanilla hitscanner attacks, or player weapon attacks,",
286 "\cGWARNING! This is MAJOR gameplay changer!";
290 //if (GameName == "hexen") CreateOnOffCvar("Alt. Monster Behaviour", 'alternate_monster_attacks');
293 header "Misc. Options";
296 title = "Always Run";
299 "Controls 'always run' mode.";
303 title = "Weapon autoswitch";
304 cvar = wpn_autoswitch;
308 title = "Use Slot 11 in Weapon Cycling";
309 cvar = wp_cycle_special_slot;
311 "Weapons without a defined slot usually put in slot 11.",
312 "This slot is excluded from weapon cycling, but you can",
317 title = "Hitscan shots through crosshair";
318 cvar = gm_fix_attack_offset;
320 "Raise shooting point a little, so hitscan shots will go through your crosshair."
321 "\cGWARNING: this changes hitscan attack height!";
324 option bool [k8vavoom_developer_version > 0] {
325 title = "Projectile shots through crosshair";
326 cvar = gm_fix_projectile_attack_offset;
328 "Raise shooting point a little, so projectile shots will go through your crosshair."
329 "\cGWARNING: this changes projectile attack height!";
333 title = "Raise Camera to DoomGuy Eyes";
334 cvar = gm_doomguy_eye_camera;
336 "Raise camera a little, so you'll see the world from DG eyes, not from his chest."
337 "You may need to crouch and stand up again for this to take effect.";
341 header "Self-Imposed Constraints";
344 title = "New Map With Pistol";
345 cvar = sv_force_pistol_start;
346 help = "Force 'pistol start' (but don't reset health).";
350 title = "New Map With Default Health";
351 cvar = sv_force_health_reset;
352 help = "Force default health on new map (but don't reset weapons).";
356 title = "Minimum Start Health";
357 cvar = sv_min_startmap_health;
361 help = "Restore player health on a new map to this minimum value?",
362 "'0' means 'don't restore'.";
369 title = "Terrain/Boot Print Options";
370 submenu = "GameplayOptions_Terrain";
374 title = "Weapon/Autoaim Options";
375 submenu = "GameplayOptions_WeaponAutoaim";
379 title = "Mapinfo Override Options";
380 submenu = "GameplayOptions_OverrideMapinfo";
384 title = "Limit Non-Vanilla Features";
385 submenu = "GameplayOptions_AdvLimits";
389 title = "Skill Overrides";
390 submenu = "GameplayOptions_SkillOverrides";
394 title = "Headshots Options";
395 submenu = "GameplayOptions_Headshots";
399 title = "Elven Gifts";
400 submenu = "GameplayOptions_ElvenGifts";