[settings] // if singleplayer is "1", RES files won't be generated and vertex "blending" // will be usable as a corruption setting. RES files take a long time to generate // due to lots of filesystem checks, and vertex blending is very unstable // on dedicated servers. singleplayer = 0 // sentence randomization (monster talking sounds) requires a ton of custom // sounds to be precached (somewhere around 1000). In the past, this was // a problem because only about 500 items could fit into .res files. In SC 5.0, // we have 8192 precache slots, so it should be ok to leave this on now. sentence_mode = 1 // The following settings allow you to use cheats without having to enable cheats // on the server (which has restrictions). Set to "1" to enable the cheat. // Enabling cheats may break functionality in some maps. enable_noclip = 0 // let's you fly around and go through walls // Press USE and JUMP keys together to activate enable_impulse101 = 0 // gives you all weapons and ammo // Press USE and RELOAD keys together to activate enable_godmode = 0 // makes you invincible // Press USE and CROUCH keys together to activate // If ear_rape_safety is set to "1", then the weapon/ammo pickup noises will // be replaced with a quiet sound that won't make your ears bleed when you use // the impulse 101 cheat. This only applies if sound randomization is enabled. ear_rape_safety = 1 // If random_seed is used, the randomizer will produce the same results every time // you run it, as long as all the inputs are the same. If any options or content // changes then so will the randomizations. // random_seed = random text goes here (spaces are ok) // If tex_embed_mode is "1" or "2" then a wad will be generated containing // embedded textures from your maps, and will be used in texture randomization. // If set to "2" then the randomizer will use ONLY these embedded textures. // If set to "0" then embedded textures won't be used at all. // Warning: Some people embed porn textures in their maps :> tex_embed_mode = 1 // If gmr_only is set to "1" then model replacement will only occur via GMR files. // If set to "0" then model replacement will also be done per-entity. // It's generally safer to have this set to 1, and any model-related crashes // can be fixed by editing/deleting the maps _gmr file. The trade-off is // that all entities of the same type will use the same model (less random). gmr_only = 1 // The purpose of model_safety is to prevent client crashes caused by model replacment. // If set to "0", no safety features will be enabled (very random maps). // If set to "1", models and sprites with more than 16 textures won't be used. // If set to "2", model replacement will be the same for every map. // "0" is the least stable - you might crash after only about 2-6 map changes. // "1" is fairly stable - you'll crash about every 6-12 map changes. // "2" is the most stable - but you'll still crash about every 20-40 map changes. // These crashes do not mean the maps are broken - you only need to restart your game. // That said, there's always the possibility that the randomizer uses a bad // model replacement. In that case you will need randomize again or edit the '_gmr' file. model_safety = 1 // If random_solid_ent_models is set to "1", then solid entity models will be // randomized if map corruptions are enabled. If set to "2", then these models // will be randomized no matter what options are used. Only solid entities // that are visible and have an origin will be randomized. // NOTE: Enabling this will likely prevent you from finishing maps without cheating. random_solid_ent_models = 0 // If random_sound_effects is set to "1", then a random sound environment will // be applied to each map if sound randomization is set to "Everything" or "World only". // If set to "2", then effects will be applied no matter what options are used. // Effects determine how sounds are processed (reverb, echo, pitch, etc.). random_sound_effects = 1 // Set random_fog to "0" to disable fog randomization (if using entity randomization). random_fog = 1 // Set random_gravity to "0" to disable gravity randomization (if using entity randomization). random_gravity = 1 // If grapple_mode is greater than "0" then a barnacle grapple weapon will be provided // when using model or entity randomization, or corruptions. The grapple is useful for // bypassing buggy map sections or gibbing monsters that won't/can't get out of the way. // If set to "3" then the grapple will attach to walls no matter what options are used. // If set to "2" then the grapple will attach to walls only when using entity randomization. // If set to "1" then the grapple will not attach to walls when provided. // If set to "0" then the grapple will not be provided no matter what options are used. grapple_mode = 2 // skill modes are used to control the destructive power of weapons and monsters. // weapon_skill_mode settings: // 0 = all player weapons deal default damage. // 1 = player melee weapons deal SUPER damage. // 2 = all player weapons deal SUPER damage. // monster_skill_mode settings: // 0 = all monsters will deal default damage // 1 = dodgeable monster attacks deal SUPER damage (melee, slow projectiles) // 2 = all monster attacks will deal SUPER damage weapon_skill_mode = 1 monster_skill_mode = 1 // the following settings determine what happens when "Corruption Mode" // is set to "Use config settings". // // These are the available vertex corruptions (combinable): // flip = flip the map upside-down // scale = make the map bigger or smaller // blend = Throw the map into a blender for a bit (unsafe for dedicated servers) // // These are the available lightmap corruptions (NOT combinable): // weird = Adjust the colors to look more like barf or candy. // disco = Randomize every pixel of light. Models will flash as they move. // dark = Make the map pitch black. Players will become bright light sources. // // These are the available texture corruptions (NOT combinable): // flat = Scale up textures so much that only 1 pixel colors an entire surface. // shift = Randomly shift texture coordinates around. // white = Replace every texture with pure white. It looks nice with the right lighting. // grey = Convert texture and lightmap colors to greyscale (a bit depressing). // bw = Convert texture and lightmap colors to black and white (a bit scary). // contrast = Increase color contrast too much. // invert = invert texture and lightmap colors. // random = randomize texture colors (like pixelated candy barf). // // corruption_scale = how much to scale the map when using "scale" corruption. // corruption_blend = how much to shift vertices when using "blend" corruption. // // You can use 3 values (X Y Z) for scale (e.g. vertex_corruption_scale = 1 1 2) // but this will likely result in crashes and broken collision. Also, note that HL // has a 4096-unit map boundary, so values greater than 1 may not work properly. // // If corruption_mode is set to "constant", then the corruption settings below // will be used for every map. If corruption_mode is set to "random", then // the randomizer will apply random corruptions from the "corruptions" list. // "corruption_scale" and "corruption_blend" are ignored in "random" mode. corruption_mode = random corruptions = flip blend weird shift grey bw contrast invert corruption_scale = 0.5 corruption_blend = 4 // values bigger than 4 are unsafe - expect crashes. // If print_rejects is set to "1", then any content that is rejected will be // shown in the console with a reason why it was rejected. This does not include // content excluded because of blacklists/whitelists and content modes. Check // gsrand.log to see the full output in case there's too much to fit in the console. print_rejects = 0 // if skip_uppercase is set to "1", then any file paths with uppercase letters will // not be used in the randomizations. This is a workaround for adding content to // wonky Linux fast-dl servers. If you haven't manually renamed files on your // fast-dl server then you don't need to use this. skip_uppercase = 1 // If max_file_size is set to a non-zero value, then any models, sounds, or sprites // bigger than the set amount will not be used in the generated maps. This helps keep // download times low. You can specify the size in bytes "B", kilobytes "KB", or // megabytes "MB". There has to be a space between the number and the byte unit. // I recommend using "1 MB" or "100 KB". I wouldn't go any lower than 50 KB. max_file_size = 1 MB // If texture_compression is non-zero, then textures are compressed to save space: // 1 = 128x128 max texture resolution (best quality) // 2 = 64x64 max texture resolution (optimal size/quality trade-off) // 3 = 32x32 max texture resolution (you can hardly tell what you're looking at) // 4 = 16x16 max texture resolution (ok that's just too small) texture_compression = 1 // [maps] is a list of maps that gsrand will randomize. // If this list is empty, then EVERY map will be randomized. // // There are a few special map names you can use to select all maps in a series: // *hlsp = Half-Life (hl_c00 to hl_c18) // *op4 = Opposing Force (of0a0 to of6a5) // *bs = Blue Shift (-blueshift to ba_outro) // *they = They Hunger (-They_Hunger_Ep1 to they29) // *esc = Escape Series (escape_series_1a to escape_series_3e) // *hlsp_classic = Classic (unmodified) Half-Life (c0a0 to c5a1) [maps] svencoop1 *hlsp