DMFlags: Difference between revisions

3,165 bytes added ,  13 December 2022
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m (sv_noprivatechat no longer exists and has been replaced by sv_allowprivatechat.)
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Line 22: Line 22:
|  2  
|  2  
|  Prevents powerups from spawning on the map.
|  Prevents powerups from spawning on the map.
:Note: This dmflag is non functional as per https://forum.zdoom.org/viewtopic.php?f=7&t=14285
|-
|-
| Weapons stay (In Deathmatch)  
| Weapons stay (In Deathmatch)  
Line 250: Line 251:
|  4096  
|  4096  
|  Players respawn at the same location they were killed at.
|  Players respawn at the same location they were killed at.
|-
| Keep teams
|  SV_KeepTeams
|  8192
|  Players that were already in teams before the map change will continue to be on the same team on the next map.
|-
|-
| Keep frags
| Keep frags
|  SV_KeepFrags
|  SV_KeepFrags
16384
8192
|  The clients frags are never reset when advancing to the next map.
|  The clients frags are never reset when advancing to the next map.
|-
|-
| No respawning
| No respawning
|  SV_NoRespawn
|  SV_NoRespawn
32768
16384
|  Players can not respawn once killed or fragged.
|  Players can not respawn once killed or fragged.
|-
|-
| Lose frag when fragged
| Lose frag when fragged
|  SV_LoseFrag
|  SV_LoseFrag
65536
32768
|  When fragged, the player will lose a frag point.
|  When fragged, the player will lose a frag point.
|-
|-
| Infinite inventory
| Infinite inventory
|  SV_InfiniteInventory
|  SV_InfiniteInventory
131072
65536
|  When true, using an inventory item will not expend it.
|  When true, using an inventory item will not expend it.
|-
| Force GL defaults
| SV_ForceGLDefaults
| 262144
| If this is enabled, some default OpenGL rendering options are enforced, i.e. clients render as if gl_lightmode == 3, gl_light_ambient == 20.0, and gl_fogmode >= 1.  Users can not change the light/brightness (excluding Gamma) in OpenGL once this is enabled. They can toggle between the two fog modes, and gl_fogmode 0 is treated as gl_fogmode 1.
|-
| No rocket jumping
| SV_NoRocketJumping
| 524288
| Disallow players from rocket jumping.
|-
| Award damage instead of kills
| SV_AwardDamageInsteadKills
| 1048576
| Players will be awarded points from the damage that they do on monsters, besides awarding by kills.
|-
| Force alpha
| SV_ForceAlpha
| 2097152
|If this is enabled, clients are enforced to display alpha, i.e. render as if r_drawtrans was enabled.
|-
|-
| Kill all monsters (In Cooperative)
| Kill all monsters (In Cooperative)
|  SV_KillAllMonsters
|  SV_KillAllMonsters
4194304
131072
|  All monsters must be killed before advancing into the next map.
|  All monsters must be killed before advancing into the next map.
|-
|-
| Disallow automap
| Disallow automap
|  SV_NoAutomap
|  SV_NoAutomap
8388608
262144
|  Disallow players to utilize the Automap.
|  Disallow players to utilize the Automap.
|-
|-
| Disallow allies on automap
| Disallow allies on automap
|  SV_NoAutomapAllies
|  SV_NoAutomapAllies
16777216
524288
|  Disallow players to see allies on the Automap.
|  Disallow players to see allies on the Automap.
|-
|-
| Disallow spying
| Disallow spying
|  SV_DisallowSpying
|  SV_DisallowSpying
33554432
1048576
|  Disallow players from spying other players.
|  Disallow players from spying other players.
|-
|-
| Chasecam
| Chasecam
|  SV_Chasecam
|  SV_Chasecam
67108864
2097152
|  Allow the players to utilize the chasecam feature.
|  Allow the players to utilize the chasecam feature.
|-
|-
| Disallow suicide
| Disallow suicide
|  SV_DisallowSuicide
|  SV_DisallowSuicide
134217728
4194304
|  Disallow the players to use the 'kill' CCMD.
|  Disallow the players to use the 'kill' CCMD.
|-
|-
| Disallow autoaim
| Disallow autoaim
|  SV_NoAutoaim
|  SV_NoAutoaim
268435456
8388608
|  Disallow the clients to utilize Autoaim regardless of the players settings.
|  Disallow the clients to utilize Autoaim regardless of the players settings.
<!-- Okay, for the last time, AUTOAIM IS NOT A CHEAT!  GET OVER IT ALREADY! [NG] -->
<!-- Okay, for the last time, AUTOAIM IS NOT A CHEAT!  GET OVER IT ALREADY! [NG] -->
|-
| Check ammo for weapon switch
|  SV_DontCheckAmmo
|  16777216
|  Chooses whether having ammunition in your inventory is needed to be able to switch to a weapon.
|-
| Killing Romero kills all his spawns
|  SV_KillBossMonst
|  33554432
|  This option makes it so the death of the BossBrain kills all monsters created by the BossEye before ending the level, allowing a 100% kill tally on the intermission screen.
|-
| Count monsters in end level sectors
|  SV_NoCountEndMonst
|  67108864
|  This option makes monsters placed in sectors with the dDamage_End type (as used in Doom E1M8) not count towards the total.
|}
|}


Line 384: Line 375:
|  Players that were already in teams before the map change will continue to be on the same team on the next map.  
|  Players that were already in teams before the map change will continue to be on the same team on the next map.  
|-
|-
| Force GL defaults
| Force Video defaults
SV_ForceGLDefaults
SV_ForceVideoDefaults
|  256
|  256
|  If this is enabled, some default OpenGL rendering options are enforced, i.e. clients render as if gl_lightmode == 3, gl_light_ambient == 20.0, and gl_fogmode == 1. Users can not change the light/brightness (excluding Gamma) in OpenGL once this is enabled.
|  If this is enabled, some default rendering options are enforced, i.e. clients render as if
 
* gl_texture == 1
 
*gl_lightmode == 3
*gl_light_ambient == 20.0
*gl_fogmode == 1
*gl_lights_size == 1
*r_3dfloors == 1
|-
|-
| No rocket jumping
| No rocket jumping
Line 437: Line 436:
|  sv_NoUnlaggedBFGTracers
|  sv_NoUnlaggedBFGTracers
|  262144
|  262144
{{Devfeature|3.1|alpha}} If true, prevents use of backwards reconcilation for the hitscan tracers fired from the BFG9000.
|  If true, prevents use of backwards reconcilation for the hitscan tracers fired from the BFG9000.
|-
|-
| No manually closing doors
| No manually closing doors
|  sv_NoDoorClose
|  sv_NoDoorClose
|  524288
|  524288
{{Devfeature|3.1|alpha}} If true, stops doors from being manually closed, preventing players from intentionally (or unintentionally) griefing by closing doors that other players (or the same player) have opened.
|  If true, stops doors from being manually closed, preventing players from intentionally (or unintentionally) griefing by closing doors that other players (or the same player) have opened.
|-
|-
| Force software pitch limits
| Force software pitch limits
|  sv_ForceSoftwarePitchLimits
|  sv_ForceSoftwarePitchLimits
|  1048576
|  1048576
{{Devfeature|3.1|alpha}} Forces everyone's pitch, including those playing in the OpenGL renderer, to what's allowed in the software renderer.
|  Forces everyone's pitch, including those playing in the OpenGL renderer, to what's allowed in the software renderer.
|-
|-
| Shoot through allies
| Shoot through allies
|  sv_ShootThroughAllies
|  sv_ShootThroughAllies
|  2097152
|  2097152
{{Devfeature|3.1|alpha}} Allows a player's attacks, whether hitscans or projectiles, to safely pass through their teammates.
|  Allows a player's attacks, whether hitscans or projectiles, to safely pass through their teammates and friendly monsters. This is ignored by actors who have [[DECORATE#(In)Abilities|FORCEALLYCOLLISION]] enabled.
|-
|-
| Don't push allies
| Don't push allies
|  sv_DontPushAllies
|  sv_DontPushAllies
|  4194304
|  4194304
{{Devfeature|3.1|alpha}} Prevents a player's attacks from thrusting their teammates. This also prevents teammates from being pushed by barrel explosions caused by the player.
|  Prevents a player's attacks from thrusting their teammates and friendly monsters. This also prevents teammates from being pushed by barrel explosions caused by the player. This is ignored by actors who have [[DECORATE#(In)Abilities|FORCEALLYCOLLISION]] enabled.
|-
| Don't keep join queue
|  sv_DontKeepJoinQueue
|  8388608
|  {{Devfeature|3.2|alpha}} When enabled, the join queue will be cleared between levels. This was the default behaviour for non-duel modes prior to 3.2.
|-
| Don't hide stats
|  sv_DontHideStats
|  16777216
|  {{Devfeature|3.2|alpha}} Allows players to see the health and armour of other players in competitive game modes.
|-
|Don't override player colors
|sv_DontOverridePlayerColors
|33554432
|{{Devfeature|3.2|alpha}} Prevents players from overriding player colors via the 'cl_overrideplayercolors' CVar.
|}
|}


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|  65536
|  65536
|  Monsters will be able to see the player even if the player has a partial invisibility sphere.
|  Monsters will be able to see the player even if the player has a partial invisibility sphere.
|-
| Limited movement in the air
|  Compat_Limited_AirMovement
|  131072
|  By default, ''Zandronum'' gives players more maneuverability in the air than ''ZDoom''. When this is <code>true</code>, ''ZDoom''&rsquo;s method is used. See [[Air Control]] for more precise details.
|-
| Plasma bump bug
|  Compat_PlasmaBump
|  262144
|  Allows players to pick up items on the other side of solid walls by running into the wall at a specific angle. This flag should only be used for old vanilla Doom maps that really need it; it can have serious side effects on bridges and scrolling floors!
|-
| Allow instant respawn
|  Compat_InstantRespawn
|  524288
|  Allows players to respawn instantly after being killed by holding down the "use" key when being hit.
|-
| Disable taunts
|  Compat_DisableTaunts
|  1048576
|  Prevents players from using the "taunt" command.
|-
| Original sound curve
|  Compat_OriginalSoundCurve
|  2097152
|  Enabling this uses the original Doom sound curve, which causes sounds to fade away at a shorter distance. When disabled, the Hexen sound curve is used instead, which allows players to hear sounds louder, farther away than usual.
|-
| Use old intermission screens/music
|  Compat_OldIntermission
|  4194304
|  Use doom2.exe's original intermission screens/music.
|-
| Disable stealth monsters
|  Compat_DisableStealthMonsters
|  8388608
|  Disable stealth monsters, since doom2.exe didn't have them.
|-
| old radius damage
|  Compat_OldRadiusDmg
|  16777216
|  If this is enabled, the original Doom radius damage code is used, i.e. explosions have infinite vertical range.
|-
| Disable crosshair
|  Compat_NoCrossHair
|  33554432
|  Players will not be able to use crosshair.
|-
| Old weapon switch
|  Compat_OldWeaponSwitch
|  67108864
|  Players will be forced to switch weapons every time they pick up a new weapon.
|-
|-
| Silent instant floors
| Silent instant floors
|  Compat_SilentInstantFloors
|  Compat_SilentInstantFloors
134217728
131072
|  Instantly moving floors are not silent
|  Instantly moving floors are not silent
|-
|-
| Sector sounds
| Sector sounds
|  Compat_SectorSounds
|  Compat_SectorSounds
268435456
262144
|  Sector sounds use original method for sound origin.
|  Sector sounds use original method for sound origin.
|-
|-
| Doom missile clip
| Doom missile clip
|  Compat_MissileClip
|  Compat_MissileClip
536870912
524288
|  Use original Doom heights for clipping against projectiles
|  Use original Doom heights for clipping against projectiles
|-
|-
| Monster drop off
| Monster drop off
|  Compat_CrossDropoff
|  Compat_CrossDropoff
|  1048576
|  Monsters can't be pushed over dropoffs
|-
| Allow any bossdeath for level special
|  Compat_AnyBossDeath
|  2097152
|  If enabled, any actor type which calls A_BossDeath triggers the level's special, even if they are not supposed to. This emulates a pre-Doom v1.9 behavior which is exploited by [https://doomwiki.org/wiki/Doomsday_of_UAC Doomsday of UAC].
|-
| No Minotaur floor flames in water
|  Compat_Minotaur
|  4194304
|  If enabled, maulotaurs are unable to create their floor fire attack if their feet are clipped by water, sludge, lava or other terrain effect. Note that the flames can still travel across water; this was on the part of Raven Software's developers as it was a bug found in the original clipping code and not an attempt at realism as some may have believed.
|-
| Original A_Mushroom speed in DEH mods
|  Compat_Mushroom
|  8388608
|  If enabled, when the A_Mushroom codepointer is called from a state that was modified by a DeHackEd lump, it uses the original MBF behavior of the codepointer. This option does not affect states defined in DECORATE.
|-
| Monster movement is affected by effects
|  Compat_MBFMonsterMove
|  16777216
|  If enabled, monsters are affected by sector friction, wind and pusher/puller effects, as they are in MBF. By default, monsters are not subjected to friction and only affected by wind and pushers/pullers if they have the WINDTHRUST flag.
|-
| Crushed monsters can be resurrected
|  Compat_CorpseGibs
|  33554432
|  If enabled, corpses under a vertical door or crusher are changed into gibs, rather than replaced by a different actor, if they do not have a custom Crush state. This allows an arch-vile or similar monster to resurrect them. By default, actors without a custom Crush state are removed entirely and can therefore not be raised from the dead.
|-
| Friendly monsters aren't blocked
|  Compat_NoBlockFriends
|  67108864
|  If enabled, friendly monsters are, like in MBF, not affected by lines with the "block monsters" flag, allowing them to follow the player all around a map. This option does not, however, block them at lines with the "block player" flag.
|-
| Invert sprite sorting
|  Compat_SpriteSort
|  134217728
|  If enabled, the original Doom sorting order for overlapping sprites is used.
|-
| Use Doom code for hitscan checks
|  Compat_Hitscan
|  268435456
|  If enabled, the original Doom code for hitscan attacks is used. This reintroduces two bugs which makes hitscan attacks less likely to hit. The first is that it is a monster's cross-section, rather than its bounding box, that is used to check for impact; this makes attacks with a limited range (especially melee attacks) unlikely to hit very wide monsters. The second is the blockmap bug: if an actor crosses block boundaries and its center is in a different block than the one in which the impact happens, then there is no collision at all, letting attacks pass through it harmlessly.
|-
| Find neighboring light like Doom
|  Compat_Light
|  536870912
|  If enabled, when a light level changes to the highest light level found in neighboring sectors, the search is made only for the first tagged sector, like in Doom.
|-
| Draw polyobjects like Hexen
|  Compat_Polyobj
|  1073741824
|  1073741824
monsters can't be pushed over dropoffs
Uses the old flawed polyobject system, for maps that relied on its glitches.
|-
| Ignore Y offsets on masked midtextures
|  Compat_MaskedMidTex
|  -2147483648
|  This option emulates a vanilla renderer glitch by ignoring the Y locations of patches drawn on two-sided midtextures and instead always drawing them at the top of the texture.
|}
 
<!-- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -->
= CompatFlags2 =
{|class="wikitable sortable" border="1" width="100%"
|-
!  width="15%" | Flag Name
!  width="17%" | Console shortcut
!  width="8%" | Value
!  width="60%" class="unsortable" | Description
|-
| colspan="4" |
|-
| Cannot travel straight NSEW
|  Compat_BadAngles
|  1
|  This option emulates the error in the original engine's sine table by offsetting player angle when spawning or teleporting by one fineangle (approximatively 0.044°), preventing the player from facing directly in a cardinal direction.
|-
| Use Doom's floor motion behavior
|  Compat_FloorMove
|  2
|  This option undoes a Boom fix to floor movement logic. If this option is on, a floor may rise through the ceiling, or a ceiling may lower through a floor.
|-
| Non-blocking lines can be pushed
|  Compat_PushWindow
|  64
|  For maps that expect non-blocking push lines to activate when you are standing on them and run into a completely different line. (for example, Thing Thrust Z ladders)
|}
|}


Line 645: Line 691:
|  Compat_ClientsSendFullButtonInfo
|  Compat_ClientsSendFullButtonInfo
|  2
|  2
|  This needs to be enabled to make the ACS function GetPlayerInput work on server side scripts with buttons other than BT_ATTACK, BT_USE, BT_JUMP, BT_CROUCH, BT_TURN180, BT_ALTATTACK, BT_RELOAD and BT_ZOOM. Because it increases net traffic, it should only be activated if needed.  
|  This needs to be enabled to make the ACS function {{zdw|GetPlayerInput}} work on server side scripts with buttons other than  
* BT_ATTACK
* BT_USE
* BT_JUMP
* BT_CROUCH
* BT_TURN180
* BT_ALTATTACK
* BT_RELOAD
* BT_ZOOM
:Because it increases net traffic, it should only be activated if needed.  
|-
|-
| No land
| No land
Line 709: Line 764:
|  Compat_ResetGlobalVarsOnMapReset
|  Compat_ResetGlobalVarsOnMapReset
|  8192
|  8192
{{Devfeature|3.1|alpha}} When set to true, any world or global-scope ACS variables/arrays will be reset upon resetting the map like in Survival.
|  When set to true, any world or global-scope ACS variables/arrays will be reset upon resetting the map like in Survival.
|-
|-
| No obituaries
| No obituaries
|  Compat_NoObituaries
|  Compat_NoObituaries
|  16384
|  16384
{{Devfeature|3.1|alpha}} When set to true, obituary messages will not be printed if a player dies.
|  When set to true, obituary messages will not be printed if a player dies.
|-
|-
| Limited movement in the air
| Limited movement in the air