Day of Defeat

Day of Defeat

New CVAR (commands) lists - HL-1 and dod current and beta versions. (updated 25th Nov)
I was interested to see what changes occurred from the 19th - 22nd updates and how that affected day of defeat.

As you know there are beta choices for both games right clicking the Libray icon "Properties" and selecting"Betas". HL1 has three choices and dod has 2.

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EDIT 25th November...

I have placed a full list for Half-life 1 and Day of Defeat on this page...
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

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You type "cvarlist" in the console to get all the cvars (commands).

There are 3 choices in HL1 "beta-Beta update" and "steam_legacy" both 387 Total CVars. Then the "None" choice, it has 402 cvars.

dod has just one change for the "None" selection , "sv_allow_shaders".

HL1 "None" selection has 17 new cvars from what I can see.

I have a PDF with the lists from both games....
https://www.dodbits.com/downloads/cvars/hl1_cvar_change.pdf

The yellow cells are the new ones.

Those interested may want to explore those new commands, I found some information on them and there are notes/links in the PDF.

If you have info on these that have no answer or what they do, well ... post!
Last edited by INsane [dodbits]; Nov 25, 2023 @ 3:57am
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Showing 1-15 of 26 comments
INsane [dodbits] Nov 22, 2023 @ 10:13pm 
Most interesting one for me was...

sv_rollangle "2" is one you may want to change to "0" in your config.

Makes you sick....

https://youtu.be/hWlqgSTxUdc?si=0TvNrU7AowhQHz99
INsane [dodbits] Nov 22, 2023 @ 10:18pm 
r_shadows (a cheat anyway) looks weird when "1" is used ("0" is the default)

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/
AeX10 Nov 23, 2023 @ 3:58am 
The new cvars are interesting. There are a few I can give some info on:
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
INsane [dodbits] Nov 23, 2023 @ 2:19pm 
Originally posted by AeX10:
The new cvars are interesting. There are a few I can give some info on:

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.
INsane [dodbits] Nov 23, 2023 @ 2:30pm 
Unrelated to commands, this isn't very pleasant....

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.
INsane [dodbits] Nov 23, 2023 @ 5:02pm 
Fix...sort of... Sniper background issue.
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.
Last edited by INsane [dodbits]; Nov 23, 2023 @ 5:39pm
INsane [dodbits] Nov 25, 2023 @ 3:56am 
I have placed a full list for Half-life 1 and Day of Defeat on this page...
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
Crafty Nov 28, 2023 @ 7:01am 
cl_fixmodelinterpolationartifacts 1/0

"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.
Last edited by Crafty; Nov 28, 2023 @ 4:32pm
INsane [dodbits] Nov 28, 2023 @ 5:30pm 
Originally posted by Crafty:
cl_fixmodelinterpolationartifacts 1/0

"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.
Crafty Nov 28, 2023 @ 5:46pm 
Originally posted by INsane dodbits:

Thank you. Every snippet (and opinions) helps.

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.
Last edited by Crafty; Nov 28, 2023 @ 5:47pm
Crafty Nov 28, 2023 @ 5:52pm 
Here is an example of it off and on

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)
Last edited by Crafty; Nov 28, 2023 @ 5:53pm
INsane [dodbits] Nov 28, 2023 @ 6:17pm 
Thank you again... that is way different between the two settings.

This is really helpful.
INsane [dodbits] Nov 28, 2023 @ 6:33pm 
That's worth a guide for dod in my opinion.

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
Crafty Nov 28, 2023 @ 7:35pm 
I'm not sure what the 'reduce shader changes' one does. I thought it may clamp the dynamic range a bit. Or the 'use_shader' command itself does more than one thing and that disables something. From what I tested it doesn't seem to make a difference in lighting.

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.
Last edited by Crafty; Nov 28, 2023 @ 7:39pm
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