Difference between revisions of "Compatibility Options"
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Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior. | Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior. | ||
− | + | ==Boom Enhanced Behavior== | |
===Allow Dropoffs=== | ===Allow Dropoffs=== | ||
{{Latched}} | {{Latched}} | ||
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===Real Actor Heights=== | ===Real Actor Heights=== | ||
− | |||
Usage: '''co_realactorheight (0-1)''' | Usage: '''co_realactorheight (0-1)''' | ||
− | When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility. '' | + | When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility. |
− | '' | + | |
+ | ==ZDoom Enhanced Behavior== | ||
+ | ===ZDoom Physics=== | ||
+ | Usage: '''co_zdoomphys (0-1)''' | ||
+ | |||
+ | When enabled, Odamex will use ZDoom-based gravity and physics interactions. This is a feature commonly used with the "[[Capture The Flag]]" game mode. | ||
+ | |||
+ | ===ZDoom Switch Sound Origin === | ||
+ | Usage: '''co_zdoomswitch (0-1)''' | ||
+ | |||
+ | When enabled, switch sounds attenuate with distance like plats and doors. When disabled, the sound of a resetting switch will always come from map coordinates (0,0) like vanilla Doom. | ||
+ | |||
+ | ===ZDoom Sound Curve=== | ||
+ | Usage: '''co_zdoomsoundcurve (0-1)''' | ||
+ | When enabled, Odamex will use ZDoom's sound curve. |
Revision as of 18:48, 11 August 2011
Odamex offers server operators a variety of ways to maintain compatibility with vanilla Doom behavior or choose other types of behavior.
Contents
Boom Enhanced Behavior
Allow Dropoffs
Usage: co_allowdropoff (0-1)
When enabled, monsters can get pushed or thrusted off of ledges, like in Boom, ZDoom, and other modern engines. Disabled by default to maintain vanilla compatibility.
EXM8/MAP08 Full Volume Toggle
Usage: co_level8soundfeature (0-1)
When enabled, plays sounds at full volume (regardless of distance) on eXm8 or map08. Though enabling this cvar is default behavior for Doom, Odamex chooses to turn this off by default due to player input.
Real Actor Heights
Usage: co_realactorheight (0-1)
When enabled, players, monsters, and other solid objects will be able to pass over or under each other according to their defined pixel heights. When disabled, actors will be infinitely tall and not able to pass over or under each other. Disabled by default to maintain vanilla compatibility.
ZDoom Enhanced Behavior
ZDoom Physics
Usage: co_zdoomphys (0-1)
When enabled, Odamex will use ZDoom-based gravity and physics interactions. This is a feature commonly used with the "Capture The Flag" game mode.
ZDoom Switch Sound Origin
Usage: co_zdoomswitch (0-1)
When enabled, switch sounds attenuate with distance like plats and doors. When disabled, the sound of a resetting switch will always come from map coordinates (0,0) like vanilla Doom.
ZDoom Sound Curve
Usage: co_zdoomsoundcurve (0-1) When enabled, Odamex will use ZDoom's sound curve.