![]() Snd_dvar_dist_max 3000 // Play full 'far' sound at this distance (default: 1320) Snd_dvar_dist_min 480 // Play full 'near' sound at this distance (default: 240) Distance variant wav crossfade min/max values mat_dest_alpha_range 3000 // Modify the range of the depth buffer, but the bit-depth and behaviour in regards to alpha tested geometry stays the same. R_bloomtintexponent 0 //The coefficient for Bloom effect (default: 2.2) R_bloomtintb 0 // Blue tint for Bloom (default: 0.11) R_bloomtintg 0 // Green tint for Bloom (default: 0.59) R_bloomtintr 0 // Red tint for Bloom, (default: 0.3) mat_vignette_enable 1 // If 0 removes the dark edges around the screen Shadow details 0-1 if r_shadowrendertotexture 0 + r_shadows 0 = no shadows at all R_shadowrendertotexture 0 // Determines shadow quality. mat_bloomscale 2 // Disables blooming, 0-16 (default:1) mat_grain_enable 1 // Disable the film grain effect, which may improve performance on some machines. Mat_motion_blur_enabled 0 // Motion sharpness: /0 = Blur Disabled /1 = Blur Enabled Mat_processtoolvars 0 // Launcher, Developmentonly, (default:0) If this file is not present in the mod's cfg folder, will not fallback based on search path. Sv_autosave 0 //Set to 1 to autosave game on level transition. Sv_allowupload 0 //Allow clients to upload customizations files Sv_allowdownload 0 //Allow clients to download files Mem_max_heapsize_dedicated 1024 //Maximum amount of memory to dedicate to engine hunk and datacache, for dedicated server (in mb) Mod_dont_load_vertices 1 //For the dedicated server, supress loading model vertex data Sv_client_predict 1 //This can be used to force the value of cl_predict for connected clients (only while they are connected). server client-side lag control settings ![]() Net_splitrate 1 //Number of fragments for a splitpacket that can be sent per frame Net_splitpacket_maxrate 786400 //Max bytes per second when queueing splitpacket chunks Net_maxfilesizeĐ //Maximum allowed file size for uploading in MB Net_maxcleartime 0.001 //Max number of seconds we can wait for next packets to be sent based on rate setting (0 = no limit). server remote connection protection settings Sv_logfile 0 //Log server information in the log file. Sv_forcepreload 1 //Force server side preloading. preload to avoid in game disk stutters Sv_region 255 // 0=US - East, 1=US - West, 2=South America, 3=Europe, 4=Asia, 5=Australia, 6=Middle East, 7=Africa, 255=World (default) > "Apocalypse.log" echo (%date%)(%time%) Apocalypse is now restarting.Įcho (%date%)(%time%) WARNING: srcds closed or crashed, restarting in 20 sec.Įcho (%date%)(%time%) STARTING SERVER in 10 seconds. > "Apocalypse.log" echo (%date%)(%time%) Crash or Close detected! > "Apocalypse.log" echo (%date%)(%time%) Watching Apocalypse for crashes.Įcho (%date%)(%time%) Crash or Close detected! > "Apocalypse.log" echo (%date%)(%time%) Apocalypse is now ONLINE :: This is a return point in case the server crashes or is closedĮcho (%date%)(%time%) Apocalypse is now ONLINE > "Apocalypse.log" echo (%date%)(%time%) Apocalypse is now starting. > "Apocalypse.log" echo (%date%)(%time%) SRCDS Guardian has been started! It's nice to see more developers do direct support like this.REM Run the batch with > "Apocalypse.log" echo. They said to let them know if you have problems on Linux / Steam Deck in this thread in the forum. Added a new radial menu system for selecting marines with the d-pad.Enlarged the main font size on smaller resolutions.Redesigned some menus entirely, such as the mission selection screen.Added controller button prompts to several places, including the game instructor.Made several in-game menus including the briefing menu navigable using ControllerFocus (the red/yellow flashing border).Improved controller navigation order on several menus.However "making the game run well on Proton was and continues to be a priority" they say.Ī bunch of improvements also came along for gamepad and Steam Deck users including: It doesn't have Native Linux support like other Valve titles and the Reactive Drop Team has explained it likely never will due to the specific Source engine build used. Released by Valve originally in 2010, Alien Swarm: Reactive Drop continues the much lesser-known Valve title with an impressive set of extras. The developers also explained their clear support of Linux with Proton and the Steam Deck. Alien Swarm: Reactive Drop, a community updated and expanded version of the free Alien Swarm originally by Valve continues to see lots of improvements.
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