Difference between revisions of "Watervis"
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Name: watervis<br> | Name: watervis<br> | ||
Default value: ""<br> | Default value: ""<br> | ||
− | Flags: serverinfo <br> | + | Flags: [[serverinfo]] <br> |
<br> | <br> | ||
This server-side cvar is mirrored to serverinfo as a hint to clients on whether the server is using the so-called watervised maps.<br /> | This server-side cvar is mirrored to serverinfo as a hint to clients on whether the server is using the so-called watervised maps.<br /> |
Revision as of 06:07, 30 October 2005
Name: watervis
Default value: ""
Flags: serverinfo
This server-side cvar is mirrored to serverinfo as a hint to clients on whether the server is using the so-called watervised maps.
0 = No watervis.
1 = GLQuake users can see through water if they set r_wateralpha to a value < 1.
It's a bad idea to use watervis 1 if the maps the server is using are not watervised. Water will appear 'transparent' but you won't be able to see any items/players/etc through it. And it is a bad idea anyway because Quake maps were not designed for transparent water; enabling it changes gameplay, decreases fps and produces more network traffic and puts non-GL players at a disadvantage because the software renderer doesn't support transparent water (yet).
Not saved to config with cfg_save command.