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sv_rollangle "2" is one you may want to change to "0" in your config.
Makes you sick....
https://youtu.be/hWlqgSTxUdc?si=0TvNrU7AowhQHz99
It's adding shadows to models on the map, in the image below the flag, the player gets a shadow, the lamp (a model) and building (a map brush) shadows don't mix well :) ...
https://steamcommunity.com/id/dodbits/screenshot/2319978712359015681/
r_prefertexturefiltering - works the same as in HL1 where you can set it to 0 to disable texture filtering.
sv_use_steam_networking - this appears to add functionality for the Steam Datagram Relay (used in newer games like CS2).
sv_uploadmaxcount - from what I know some engine limits were increased, another QoL change to improve connections.
All the new joy_____ commands are there because of added Steamdeck support for HL
Thanks for that on the joystick values change (makes sense now) and the others, I'll add that to the PDF soon.
https://steamcommunity.com/sharedfiles/filedetails/?id=3092589919
CS 1.6 is OK but their scope .spr (sprite files) files work differently from dod.
Not sure how to fix that one, I have done some sprite file work with the old tools but not sure how to fix that.
https://steamcommunity.com/sharedfiles/filedetails/?id=3092589919
One fix is in the "Options" "Video" tab.
In the 'Allow widescreen Field of view' tick box... untick it, (gl_widescreen_yfov "0")
The scope will now fill the background.
However, the fov is now... zoomed in, like the second image below...
'Allow widescreen Field of view' tick box - ON
* gl_widescreen_yfov "1"
* The FOV is now better for widescreen.
* Sniper scopes are broken on this setting, missing edges around the scope sprite image.
https://steamcommunity.com/sharedfiles/filedetails/?id=3093444976
'Allow widescreen Field of view' tick box - OFF
* gl_widescreen_yfov "0"
* The FOV is now zoomed in, worse for widescreens.
* Sniper scopes are OK when this is off
https://steamcommunity.com/sharedfiles/filedetails/?id=3093444380
Not sure what a proper fix looks like yet but playing on a Listenserver you can toggle the 'Allow widescreen Field of view' tick box off if you select a sniper, toggle it back to on for a normal class ...for the moment.
https://github.com/ValveSoftware/halflife/issues/3583
Along with 14 others still open.
https://github.com/ValveSoftware/halflife/issues?q=is%3Aissue+is%3Aopen+label%3A%22Day+of+Defeat%22
https://sturmbot.org/index.php/dod-turtorials/day-of-defeat-commands/105-day-of-defeat-common-player-commands-cvars
The "cvarlist" was taken two days ago.
I tried my best to fill in the commands' description; if you are looking for the new ones, they are highlighted in Yellow.
New Article on the netgraph for dod as well...
https://sturmbot.org/index.php/dod-turtorials/day-of-defeat-commands/110-the-goldsource-net-graph-commands
"Fixed interpolation artifacts when animated models are moved by other entities."
So I think that fixes jittery-ness with boxing being pushed around. Not really important to DOD at all.
Thank you. Every snippet (and opinions) helps.
I am still... editing that page.
I missed a stack of commands on my first cvarlist run so I'm going to recheck in a game server environment to see if I missed anymore.
768 commands on this page now...
https://sturmbot.org/index.php/dod-turtorials/day-of-defeat-commands/105-day-of-defeat-common-player-commands-cvars
There are also other support articles in that section too.
https://sturmbot.org/index.php/dod-turtorials/day-of-defeat-commands
Man... there are a lot of dead and useless commands to go through.
Like HL1 commands in dod... 249 commands that start with "sk_<command>"
e.g. "sk_scientist_heal1" "25"
I left them out.
Also, I do have a dod server file maker page (makes a server.cfg file) and I better update that too...
https://www.dodbits.com/dods/index.php/dod-older-versions/dod-ver-1-3-commands/dod-server-config-maker-mk2-no-script
Some of the netcode choices may be out of date...2012 was a long time ago.
I'll keep going.... lol.
Np, I'm just trying to help fill in the gaps.
Also this one is great.
"sv_allow_shaders 1"
The command must be placed in your autoexec.cfg for it to stay enabled ingame.
This enables the new Overbright shader. Which fixes the dynamic range of the map lighting.
They had it on by default with the 25th update but I think they introduced that command to test it more or something. At least for everything other than vanilla half-life.
So when that command enabled when you launch, you can then enable "gl_use_shaders 1".
It also works with Detailed Textures too, which wasn't possible before.
I was going to write up a little guide with screens to explain what it does, but I'm waiting to see if they perhaps add a new option ingame for it.
Off
On
You can see that without Overbright, this custom maps color is like a "greenish color" because the dynamic range of the lighting is being clamped off.
(detailed textures aren't enabled in these shots)
This is really helpful.
So for those two...
"sv_allow_shaders 1" (def is "0" and not recommended)
"gl_use_shaders" "1" (def is "1" leave that alone)
That's quite obvious from your screens.
The third one, "gl_reduce_shader_changes 1"
Default is "1" I suppose leave that at "1" too?
I don't see any advice on that one in searches, only this gamebanna link that advises it to be "0"
https://gamebanana.com/scripts/raw/11777
That "raw file config" is connected to this HL1 topic...
"Small Graphical Improvements"
https://gamebanana.com/scripts/11777
I'd just put information about it for now. Again, they might update that stuff. So it's subject to change.
If people want to try out Overbright in DOD, you can.
Again though, from my install, "gl_use_shaders 1" will not work without the "sv_allow_shaders 1" command enabled and for it to stay enabled it needs to be in an autoexec.cfg for it to stay ticked to 1.
Once the allow command is enabled, you should be able to enable/disable the use_shader command at will ingame.