Difference between revisions of "Watervis"

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Name: watervis<br>
 
Name: watervis<br>
 
Default value: ""<br>
 
Default value: ""<br>
Flags: [[serverinfo]]   <br>
+
Cvar flags: [[serverinfo]] <br>
 +
FTEQW Builds: [[Software Renderer]] [[OpenGL Renderer]] [[Dedicated Server]] [[Merged Build]] [[Linux Build]] <br>
 
<br>
 
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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 />

Latest revision as of 05:33, 1 November 2005

Name: watervis
Default value: ""
Cvar flags: serverinfo
FTEQW Builds: Software Renderer OpenGL Renderer Dedicated Server Merged Build Linux Build

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.