OA, SETTINGS (the most useful)

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    Dark-Stranger
    Now! LEGALIZE IT! :D
    Now! LEGALIZE IT! :D

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    OA, SETTINGS (the most useful)

    Post  Dark-Stranger on Tue Oct 26, 2010 5:00 pm

    bind "k" kill
    //Autokill
    bind "p" screenshotjpeg
    //Screenshot
    bind "u" +button2
    //Use item



    cl_maxpackets "min 0, max 125" (125)
    //Set the maximum amount of packets that get sent to the server, per sec;

    cl_nodelta "0"

    cl_packetdup "min 0, max 5" (1)
    //Enable retransmission of lost packets. The number corresponds to how many times the packet is resent;

    cl_timenudge "min -50, max 200" (0)
    //Set to a negative value to instruct the game engine to remove interpolation time window, in effect allowing you to see your enemies' movement updates quicker (in multiplayer). Set to a positive value to simulate additional network delay;


    rate "min 0, max 25000" (25000)
    //Set maximum bytes per second sent through your modem;

    snaps "min 10, max 40" (from 25 to 40)
    //The amount of world updates you receive from the server;

    com_maxFPS "min 0, max 125" (125)
    //Set the maximum frames per second rate in game;

    com_blood "0 - 1" (0)
    //Enable blood and guts in game;


    cg_cmdtimenudge "min 0(ms), max 500(ms)"
    //Number of milliseconds for the server to "nudge" the time of your instant-hit attacks. For example, if you feel that the server overcompensates for your ping, you might try increasing this setting.

    cg_autoswitch "0 - 1" (0)
    //Enable automatic switch to the weapon when the player has picked it up;

    cg_brassTime "min 0, max 5000" (0)
    //How long weapon effects (such as ejecting brass) are rendered. Setting to 0 disables this effect entirely;

    cg_centertime "1"

    cg_crosshairsize"min 0, max 48" (15)
    //Set the size of the crosshair;

    cg_deferplayers "1"
    //Enable to load up new player models only when the player looks at the score board, or after death;

    cg_delag "min 1, max 31" (1)
    //Compensate for network lag when using instant-hit weapons. 1 - everything, 2 - shotgun, 4 - machinegun, 8 - lightning gun, 16 - railgun. To combine, add the values together;

    cg_drawFps "0 - 1" (1)
    //Display the current frames-per-second rate;

    cg_drawGun "0 - 1" (1)
    //Display the 3D image of the gun that is currently in use;

    cg_drawRewards "0 - 1" (0)
    //Display reward points earned, such as after a kill or a flag capture;

    cg_drawtimer "0 - 1"(1)
    //Display the game counter, in minutes:seconds format;

    cg_forceModel "0 - 1" (1)
    //Force all players to be rendered with the same model as yours(sarge is the best model);

    cg_fov "min 10, max 200" (from 110 to 130)
    //Set the field of view. Smaller values result in narrower view, larger values result in wider view;

    cg_marks "0 - 1" (0)
    //Display marks from weapons on walls, floor;

    cg_noProjectileTrail "1"
    //Display trail after the weapon shoots; smoke with rocket launcher, straight line with railgun, etc.;

    cg_railTrailTime "min 0, max 1000" (800)
    //Set the time to display the trailing line behind a rail shot;

    cg_shadows "0 - 1 - 2 - 3" (1)
    //Display shadows of the players. 0 - disable, 1 - light, 2 - medium, 3 - dark;

    cg_smoothclients "1"

    cg_simpleitems "0 - 1 - 2" (1)
    //Configure display of game items. 0 - 3D items, 1 - simple items, 2 - non-floating simple items;

    cg_trueLightning "1"
    //Display lightning gun's beam according to how server sees it. If disabled, display the beam according to how client (you) sees it;



    r_dynamicLight "1"
    //Enable dynamic lighting (alternative dynamic method of rendering lights);

    r_detailtextures "0 - 1" (0)
    //Enable use of detailed textures. 0 - every stage of a shader is rendered except those with the keyword "detail". 1 - detail stages are also rendered, enhancing the texture's visual quality when viewed close up;

    r_ext_texture_filter_anisotropic "0"
    //Enable anisotropic texture filter;

    r_texturebits "0 - 16 - 32"
    //Set texture color depth in bits;

    r_depthbits "0 - 16 - 24"
    //Set the accuracy of the values stored in the Z-buffer table. Z-buffer is used for determining which of the overlapping objects is visible;

    r_fastsky "0 - 1" (1)
    //Do not render sky (clouds, stars, etc). Note: by default, pressing Ctrl toggles this setting;

    r_drawSun "0"
    //Enable rendering of sunlight in addition to other lighting effects;

    r_railWidth "min 0, max 64" (0)
    //Set the width of the railgun's trail core;

    r_railCoreWidth "min 0, max 64" (10)
    //Set the size of the railgun's trail core;

    r_railSegmentLength "min 0, max 128" (0)
    Set the distance between railgun's "sun bursts";

    r_picmip "0 - 10" (2 - 3)
    //Set maximum texture size. 0 - better quality, 10 - smaller size;

    r_vertexlight "0 - 1" (1)
    //Enable vertex lighting. Removes lightmaps, forces every shader to only use a single rendering pass, no layered transparancy, environment mapping, world lighting is completely static, and there is no dynamic lighting when in vertex lighting mode;


    sensitivity "min 0.1, max 30" (2, but it depends on the mouse)
    //Set the mouse sensitivity;


    *the numbers in white are the recommended values

      Current date/time is Thu Nov 23, 2017 4:48 am