Lenny asked for my qrack config, so I thought I would share it here. I've shared it before, but here it is again:
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The zip file contains the autoexec.cfg that I'm using along with the HUD texture items and some charsets. Put the 2 folders and the autoexec.cfg in your quake/qrack folder.
Here is the autoexec.cfg by itself:
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The zip file contains the autoexec.cfg that I'm using along with the HUD texture items and some charsets. Put the 2 folders and the autoexec.cfg in your quake/qrack folder.
Here is the autoexec.cfg by itself:
Code:
//Keypad binds bind kp_1 "impulse 1" bind kp_2 "impulse 2" bind kp_3 "impulse 3" bind kp_4 "impulse 4" bind kp_5 "impulse 5" bind kp_6 "impulse 6" bind kp_7 "impulse 7" bind kp_8 "impulse 8" //Cycle through some selected charsets alias char_up char1 alias char_dwn char0 alias char1 "echo original;gl_consolefont original;alias char_up char2;alias char_dwn char0" alias char2 "echo id1;gl_consolefont charset-34;alias char_up char3;alias char_dwn char1" alias char3 "echo id2;gl_consolefont charset_id2;alias char_up char4;alias char_dwn char2" alias char4 "echo char20;gl_consolefont charset-20;alias char_up char5;alias char_dwn char3" alias char5 "echo copperplate;gl_consolefont charset_copperplate;alias char_up char6;alias char_dwn char4" alias char6 "echo babylon5;gl_consolefont charset_babylon5;alias char_up char0;alias char_dwn char5" alias char0 "echo moon1;gl_consolefont charset_moon1;alias char_up char1;alias char_dwn char6" bind f9 "char_dwn" bind f10 "char_up" bind f11 "" bind uparrow "" bind leftarrow "" bind downarrow "" bind rightarrow "" //Fullbright gl_fb_models 1 gl_fb_bmodels 1 //Textures gl_externaltextures_world 0 gl_externaltextures_bmodels 0 gl_externaltextures_models 0 gl_loadq3models 0 gl_fb_models 0 //turn off print stats scr_printstats 0 //load a sky texture (frozendusk/dmcw/snow2) //loadsky frozendusk //load a character set gl_consolefont charset_moon1 //gl_consolefont original gl_smoothfont 1 //FPS/Eyecandy settings cl_deadbodyfilter 1 //dead body filter off/on/immediately (0/1/2) cl_gibfilter 0 //gibs filter off/on (0/1) cl_bobbing 0 //bob rotating models off/on(0/1) cl_muzzleflash 0 //turn muzzleflash on for all (0/1/2) r_outline 0 //turn outline on bmodels off/on (0/1) r_celshading 0 //turn cellshading of bmodels off/on (0/1) r_fastsky 0 //turn fast sky texture off/on (0/1) r_fastturb 0 //turn fast liquid textures off/on (0/1) r_explosionlight 1 //100% explosion light (0-1) r_explosionlightcolor 5 //color of explosion light (0/1/2/3/4/5/6) r_explosiontype 7 //change explosion type (0/1/2/3/4/5/6/7) r_grenadetrail 1 //show grenade trail (0/1) r_rocketlight 1 //turn on dynamic ighting of rockets (0-1) r_rocketlightcolor 5 //color of rocket light (0/1/2/3/4/5) r_rockettrail 3 //rocket trail type (0/1/2/3/4/5/6/7) r_wateralpha 1 //allows you to see through water (0-1) r_novis 0 //turn on VIS information (0/1) r_simpleitems 1 //turn on simpleitems (0/1) gl_caustics 0 //turn underwater caustics off/on (0/1) gl_detail 0 //turn artificial bump map texturing off/on (0/1) gl_waterfog 0 //turn water fog in GL off/on (0/1) gl_waterfog_density 0 //adjust water fog density in GL (0-1) gl_foggreen 0 gl_fogblue 0 gl_fogred 0 gl_fogend 2048 gl_fogstart 100 gl_hurtblur 0 //keep these off, they do slow mo effects? gl_deathblur 0 //really big FPS hit. //Lighting Effects gl_gamma 0.5 //adjust gamma gl_contrast 2 //adjust contrast gl_vertexlights 0 //use vertex lighting gl_flashblend 0 //use proper lighting in GL (0/1) gl_loadlitfiles 0 //use lit files in GL (0/1) r_dynamic 1 //use dynamic lighting in GL (0/1) r_lightmap 0 //enable light sources on map in GL (0/1) r_shadows 0 //enable shadows in GL (0/1) r_powerupglow 2 //enable powerup/flag glowing off/colored/white (0/1/2) //Screen flash effects cl_bonusflash 1 //weapon/item pickup flash (0/1) gl_polyblend 1 //pallette shifting on in GL (0/1) gl_hwblend 0 v_contentblend 0.05 //palette shifting while in liquid (0-1) v_pentcshift 0.1 //palette shifting with pent (0-1) v_quadcshift 0.1 //palette shifting with quad (0-1) v_ringcshift 0.04 //palette shifting with ring (0-1) v_suitcshift 0.04 //palette shifting with suit (0-1) v_damagecshift 0.5 //palette shifting when damaged (0-1) //Particle Effects gl_bounceparticles 0 //turn on bouncing particles in GL (0/1) gl_part_lightning 0 //turn on lighting gun particles (0/1) gl_part_flames 0 //turn on flames particles (0/1) gl_part_lavasplash 0 //turn on lavasplash particles (0/1) gl_part_blobs 0 //turn on blobs particles (0/1) gl_part_telesplash 0 //turn on teleporter particles in GL (0/1) gl_part_blood 0 //turn on blood particle effects (0/1) gl_part_gunshots 0 //turn on gunshot particles in GL (0/1) gl_part_sparks 0 //turn on sparks particles (0/1) gl_part_trails 0 //turn on special rocket trails in GL(0/1) gl_part_explosions 0 //turn on special explosions in GL (0/1) //Video Cettings //Resolution can be set in game and con_textsize is set with a resolution of 1680x1050 in mind. vid_conwidth 320 //set the width resolution of the HUD console vid_conheight 200 //set the height resolution of the HUD console con_textsize 4 //set font of pulldown console (8=normal,4=half size) //vid_refreshrate 85 //needs to be set in command line with -refreshrate 85 (not used) //Crosshair Settings crosshair 1 crosshairimage crosshair8 crosshairsize 1.5 crosshair_static 1 crosshaircolor "255 255 255" //clock and show_fps settings //the x and y values are based on 1680x1050 resolution, //and will need to be adjusted for other resolutions. show_fps 1 cl_maxfps 300 show_fps_x 35 show_fps_y 1 cl_clock 1 cl_clock_x 29 cl_clock_y 0 //Other Settings gl_clear 1 gl_doubleeyes 1 cl_sbar 0 scr_sbaralpha 0 viewsize 100 pq_moveup 1 pq_smoothcam 1 cl_bob 0 cl_bobcycle .6 cl_bobup 0 cl_rollangle 0 cl_rollspeed 0 cl_forwardspeed 500 cl_backspeed 500 cl_sidespeed 500 cl_upspeed 500 m_pitch -0.022 m_yaw 0.022 m_filter 0 r_drawviewmodel 0 v_gunkick 0 v_kickroll 0 v_kickpitch 0 v_kicktime 0 lookstrafe 0 lookspring 0 showturtle 1 scr_conspeed 9999999999999999999999999999999999
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