From 28ee900e49a25eca4e6a061e99dde4e2a399cd80 Mon Sep 17 00:00:00 2001 From: m0rfar Date: Sun, 14 Jun 2009 14:20:45 +0000 Subject: [PATCH] even more tooltip fixes by fruitiex. #322 git-svn-id: svn://svn.icculus.org/nexuiz/trunk@7039 f962a42d-fe04-0410-a3ab-8c8b0445ebaa --- data/tooltips.db | 76 ++++++++++++++++++++++++------------------------ 1 file changed, 38 insertions(+), 38 deletions(-) diff --git a/data/tooltips.db b/data/tooltips.db index 63c2d5fe4..4a7a339d0 100644 --- a/data/tooltips.db +++ b/data/tooltips.db @@ -102,55 +102,55 @@ \NexuizSettingsDialog/Video\Video settings \vid_width\Screen resolution \vid_bitsperpixel\How many bits per pixel (BPP) to render at, 32 is recommended -\vid_fullscreen\Enable fullscreen mode +\vid_fullscreen\Enable fullscreen mode (default: enabled) \vid_vsync\Enable vertical synchronization to prevent tearing, will cap your fps to the screen refresh rate (default: disabled) \r_glsl\Enable OpenGL 2.0 pixel shaders for lightning (default: enabled) -\r_coronas_occlusionquery\Fade coronas according to visibility (default: enabled) \gl_vbo\Make use of Vertex Buffer Objects to store static geometry in video memory for faster rendering (default: Vertex and Triangles) \r_depthfirst\Eliminate overdraw by rendering a depth-only version of the scene before the normal rendering starts (default: disabled) \gl_texturecompression\Compress the textures for video cards with small amounts of video memory available (default: None) \gl_finish\Make the CPU wait for the GPU to finish each frame, can help with some strange input or video lag on some machines (default: disabled) -\v_brightness\Brightness of black -\v_contrast\Brightness of white -\v_gamma\Inverse gamma correction value, a brightness effect that does not affect white or black -\v_contrastboost\By how much to multiply the contrast in dark areas -\r_glsl_saturation\Saturation adjustment (0 = gray, 1 = normal, 2 = oversaturated), note that it might decrease performance by a lot to set this to anything other than 1 +\v_brightness\Brightness of black (default: 0) +\v_contrast\Brightness of white (default: 1) +\v_gamma\Inverse gamma correction value, a brightness effect that does not affect white or black (default: 1.125) +\v_contrastboost\By how much to multiply the contrast in dark areas (default: 1) +\r_glsl_saturation\Saturation adjustment (0 = grayscale, 1 = normal, 2 = oversaturated), requires GLSL color control (default: 1) \v_glslgamma\Enable use of GLSL to apply gamma correction, note that it might decrease performance by a lot (default: disabled) \r_ambient\Ambient lighting, if set too high it tends to make light on maps look dull and flat (default: 4) \r_hdr_scenebrightness\Global rendering brightness (default: 1) \vid_samples\Enable 4x antialiasing, which smooths the edges of 3D geometry. Note that it might decrease performance by quite a lot (default: off) -\v_flipped\Poor man's left handed mode +\v_flipped\Poor man's left handed mode (default: off) \NexuizSettingsDialog/Effects\Effect settings -\r_subdivisions_tolerance\Change the smoothness of the curves on the map -\gl_picmip\Change the sharpness of the textures. Lowering it will effectively reduce texture memory usage, but make the textures appear very blurry. -\r_picmipworld\If set, only reduce the texture quality of models +\r_subdivisions_tolerance\Change the smoothness of the curves on the map (default: normal) +\gl_picmip\Change the sharpness of the textures. Lowering it will effectively reduce texture memory usage, but make the textures appear very blurry. (default: good) +\r_picmipworld\If set, only reduce the texture quality of models (default: enabled) \mod_q3bsp_nolightmaps\Use high resolution lightmaps, which will look pretty but use up some extra video memory (default: enabled) \cl_particles_quality\Multiplier for amount of particles. Less means less particles, which in turn gives for better performance (default: 0.5) -\r_drawparticles_drawdistance\Particles further away than this will not be drawn -\cl_decals\Enable decals (bullet holes and blood) -\r_drawdecals_drawdistance\Decals further away than this will not be drawn -\cl_decals_time\Time in seconds before decals fade away -\cl_gentle\Replace blood and gibs with content that does not have any gore effects -\cl_nogibs\Reduce the amount of gibs or remove them completely -\v_kicktime\How long a view kick from damage lasts -\gl_texture_anisotropy\Anisotropic filtering quality -\r_glsl_deluxemapping\Use per-pixel lighting effects -\r_shadow_gloss\Enable the use of glossmaps on textures that support it -\gl_flashblend\Enable faster but uglier dynamic lights by rendering bright coronas instead of real dynamic lights -\r_shadow_realtime_dlight\Enable rendering of dynamic lights such as explosions and rocket lights -\r_shadow_realtime_dlight_shadows\Enable rendering of shadows from dynamic lights -\r_shadow_realtime_world\Enable rendering of full realtime world lighting on maps that support it. Note that this might have a big impact on performance. -\r_shadow_realtime_world_shadows\Enable rendering of shadows from realtime world lights -\r_shadow_usenormalmap\Enable use of directional shading on textures -\r_showsurfaces\Disable textures completely for very slow hardware. This gives a huge performance boost, but looks very ugly. -\r_glsl_offsetmapping\Offset mapping effect that will make textures with bumpmaps appear like they "pop out" of the in fact flat 2D surface -\r_glsl_offsetmapping_reliefmapping\Higher quality offset mapping, which also has a huge impact on performance -\r_water\Reflection and refraction quality, has a huge impact on performance on maps with reflecting surfaces -\r_water_resolutionmultiplier\Multiplier for screen resolution when rendering refracted/reflected scenes -\r_coronas\Enable corona flares around certain lights -\r_bloom\Enable bloom effect, which brightens the neighboring pixels of very bright pixels. Has a big impact on performance. -\r_hdr\Higher quality version of bloom, which has a huge impact on performance. +\r_drawparticles_drawdistance\Particles further away than this will not be drawn (default: 1000) +\cl_decals\Enable decals (bullet holes and blood) (default: enabled) +\r_drawdecals_drawdistance\Decals further away than this will not be drawn (default: 300) +\cl_decals_time\Time in seconds before decals fade away (default: 2) +\cl_gentle\Replace blood and gibs with content that does not have any gore effects (default: disabled) +\cl_nogibs\Reduce the amount of gibs or remove them completely (default: lots) +\v_kicktime\How long a view kick from damage lasts (default: 0) +\gl_texture_anisotropy\Anisotropic filtering quality (default: 1x) +\r_glsl_deluxemapping\Use per-pixel lighting effects (default: enabled) +\r_shadow_gloss\Enable the use of glossmaps on textures supporting it (default: enabled) +\gl_flashblend\Enable faster but uglier dynamic lights by rendering bright coronas instead of real dynamic lights (default: disabled) +\r_shadow_realtime_dlight\Enable rendering of dynamic lights such as explosions and rocket lights (default: enabled) +\r_shadow_realtime_dlight_shadows\Enable rendering of shadows from dynamic lights (default: disabled) +\r_shadow_realtime_world\Enable rendering of full realtime world lighting on maps that support it. Note that this might have a big impact on performance. (default: disabled) +\r_shadow_realtime_world_shadows\Enable rendering of shadows from realtime world lights (default: disabled) +\r_shadow_usenormalmap\Enable use of directional shading on textures (default: enabled) +\r_showsurfaces\Disable textures completely for very slow hardware. This gives a huge performance boost, but looks very ugly. (default: disabled) +\r_glsl_offsetmapping\Offset mapping effect that will make textures with bumpmaps appear like they "pop out" of the flat 2D surface (default: disabled) +\r_glsl_offsetmapping_reliefmapping\Higher quality offset mapping, which also has a huge impact on performance (default: disabled) +\r_water\Reflection and refraction quality, has a huge impact on performance on maps with reflecting surfaces (default: disabled) +\r_water_resolutionmultiplier\Resolution of reflections/refractions (default: good) +\r_coronas\Enable corona flares around certain lights (default: enabled) +\r_coronas_occlusionquery\Fade coronas according to visibility (default: enabled) +\r_bloom\Enable bloom effect, which brightens the neighboring pixels of very bright pixels. Has a big impact on performance. (default: disabled) +\r_hdr\Higher quality version of bloom, which has a huge impact on performance. (default: disabled) \NexuizSettingsDialog/Audio\Audio settings \bgmvolume\- @@ -168,10 +168,10 @@ \snd_swapstereo\Swap left/right channels \snd_spatialization_control\Enable spatialization (blend the right and left channel slightly to decrease stereo separation a bit for headphones) \cl_voice_directional\Enable directional voices -\cl_voice_directional_taunt_attenuation\Define the distance from which taunts can be heared -\cl_autotaunt\Automatically taunt enemies when fragging them +\cl_voice_directional_taunt_attenuation\Distance from which taunts can be heard +\cl_autotaunt\Automatically taunt enemies after fragging them \cl_sound_maptime_warning\Announcer sound telling you the remaining minutes of the match -\cl_hitsound\Play a hit notifier sound when you have hit an enemy +\cl_hitsound\Play a hit indicator sound when your shot hits an enemy \NexuizSettingsDialog/Network\Network settings \cl_movement\Enable clientside movement prediction -- 2.39.2