New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[HL1/CS] Lot of dead cvars #391
Comments
Some stuff missing, from the other thread: "There are some others that have references as well, but they don't seem do anything, they seem to be leftover from Quake 1, such as: All of the "ATI's TRUform" (ati_npatch) code seem to be unused (under linux at least), it requires a global boolean to be set to true, and it's always set to false it seems." |
before delete that cvars, make sure that cvars are really dead. |
Is it worth it to delete half-life only cvars in CS 1.6?: |
MaxKorz, these are engine cvars, not game cvars, so no. |
@r3n4m3 : please stop your useless spam, alfred is not stupid, he isn't going to delete cvars before making sure they are really dead. |
@anakin1 i told that cuz i wasn't sure about that all ur cvars are not working, and worried about it. any problems? Is it hurts your delicate feelings? in any case it does not matter. sry for offtop. |
I checked again after the update, and a few cvars still seem to be here: Does that mean they're doing something (pretty sure some of them don't) or were they forgotten? :) |
r_mirroralpha probably works, it sets reflectivity of surfaces with window02_1 texture (0 = mirror, 1 = opaque). gl_playermip works for colored player textures, I think. |
r_mirroralpha is referenced in some code, but from what I heard from another Valve developer when I made the cvarlist, it doesn't do anything. I couldn't get it to work with any textures. gl_playermip is not referenced anywhere, it's some leftover from Quake or early HL versions. |
They are all still doing something, for some (probably very small) set of people. |
Oh, gl_playermip is used in code, but that code is inside a "#ifdef 0", heh. |
I've found cl_rate in hw.dll, sw.dll, swds.dll:
|
AnAkln1, window02_1 texture does not exist in Half-Life, it's in Quake, so you must add it by yourself, and then create a map in Hammer with that texture and type "r_mirroralpha somenumber" (somenumber is normally 0.3) in the console. |
Pretty sure mp_ghostfrequency for example doesn't do anything, it was for the "spectator ghost" thing that was in CS 1.0 or around, and it was removed. |
When I start a new game in Half-Life I get error:
|
I've noticed that there are lot of cvars that are just declared, they are not used anywhere, they're mostly leftovers from older HL1 and CS versions. This doesn't really cause any problem, though maybe a cleanup could be done.
Here's a partial list:
ati_subdiv
bgmbuffer
cam_contain
com_filewarning
con_fastmode
console
gl_nobind
gl_nocolors
gl_playermip
gl_reporttjunctions
lambert
mp_ghostfrequency (CS 1.6)
mp_mirrordamage (CS 1.6)
r_bmodelhighfrac
r_mmx
scr_conspeed
sv_airmove
sv_clipmode
Moved from ValveSoftware/steam-for-linux#1143
The text was updated successfully, but these errors were encountered: