Announcement

Collapse
No announcement yet.

qrack config req

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • qrack config req

    // player skin settings

    gl_fb_models 1 //fullbright colors on alias models (grenades, player models, etc). settings 0 myay give more fps
    gl_fb_bmodels 1 //fullbright colors on bsp models (world, health, boxes, etc). settings 0 may give more fps
    cl_teamskin 0 //use colors from team on player model
    color 0 //player color
    gl_doubleeyes 1 //double the size of the eye model
    gl_playermip 0 //0 is highest quality player model, higher is better blurry


    // team communication

    alias tg "exec tg.txt; autostats"


    // console settings

    con_notifytime 5 //how long notify lines last, in seconds
    gl_consolefont "charset" //set font by replacing "charset"
    gl_smoothfont 1 //set smooth font
    con_textsize 9 //text size
    scr_conspeed 327600 //console scroll speed
    pq_confilter 1 //filters "you got" messages
    gl_conalpha 0 //console transparency


    // fps and eyecandy settings

    cl_deadbodyfilter 1 //dead body filter off/on/immediately (0/1/2)
    cl_gibfilter 1 //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 0 //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_telealpha 1 //allows you to see through teleport (0-1)
    r_lavaalpha 1 //allows you to see through lava (0-1)
    r_novis 0 //turn on VIS information (0/1)
    r_simpleitems 1 //turn on simpleitems (0/1)
    r_shadows 0 //turns on shadows on entities
    r_bloom 0 //high dynamic range bloom, fps killer
    gl_rain 0 //turn rain off/on (0/1)
    gl_shiny 0 //turn shiny off/on (0/1)
    gl_lavasmoke 0 //turn smokes coming from lava off/on (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_hurtblur 0 //keep these off, they do slow mo effects?
    gl_deathblur 0 //really big FPS hit.
    gl_foggreen 0
    gl_fogblue 0
    gl_fogred 0
    gl_fogend 2048
    gl_fogstart 100


    //Screen flash effects

    cl_bonusflash 0 //weapon/item pickup flash (0/1)
    gl_polyblend 0 //pallette shifting on in GL (0/1)
    gl_hwblend 1 //1=hardware palette changing, 0=opengl routines
    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_flies 0 //turn on flies (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)


    // texture settings

    gl_externaltextures_bmodels 1 //load external 24-bit bsp models
    gl_externaltextures_models 1 //load external 24-bit models
    gl_externaltextures_world 1 //load external 24-bit world models
    gl_loadq3models 0 //load external 24-bit player models


    // 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 1 //use lit files in GL (0/1)
    gl_overbright 1 //overbright
    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)


    // graphic settings

    gl_texturemode "GL_LINEAR_MIPMAP_NEAREST" //GL_LINEAR_MIPMAP_LINEAR = trilinear, MIPMAP_LINEAR = bilinear
    gl_texCompression 0
    gl_anisotropic 0
    gl_picmip 0 //blurs the texture, 0 = default, 1 = little worse, 2=much worse, etc
    // gl_ztrick 1 //toggles a trick to prevent the clearning of the z-buffer between frames. set to one may increase performance with issues
    gl_triplebuffer 1 //triple buffering of head up display graphics. if you have problems with screen graphics, turn this on
    gl_polyblend 0 //controls weather you see the haze when you're underwater. also carrying quad or pent
    gl_smoothmodels 1 //smooth player models
    gl_affinemodels 0 //makes texture render quality better if set to 1
    gl_clear 0 //enabling this command will clear the areas which are not rendered outside of the map
    gl_cull 1 //set to "1" the game will depend on the OpenGL driver to use it's culling functions, enable to increase rendering performance
    gl_finish 0 //toggles the calling of the gl_finish() OpenGL function after each rendered frame
    gl_subdivide_size 512 //affects the quality of the sky brushes, higher value for better performance

    gl_part_muzzleflash 1 //{0|1} toggles the particle for muzzleflash when shooting. (4 years later)

    scr_bloodsplat 0 //shows bloodsplats on player's screens when being hurt.

    m_filter 1
    r_waterwarp 0 //makes water clear when youre in it
    r_fastsky 0 //solid color sky
    r_skyspeed 0 //no moving sky
    r_fullbright 0 //full bright world


    //crosshair Settings

    crosshair 1 //turns on crosshair
    crosshairimage crosshair18 //crosshair image
    crosshairsize 1.5 //crosshair size
    crosshair_static 1
    crosshaircolor "100 255 255" //crosshair color
    crosshairalpha 0.8 //crosshair transparency


    // hud settings

    scr_centersbar 1 //centers hud, but gets rid of player scores on lower right
    scr_sbaralpha 0 //removes the hud background
    scr_scoreboard_fillalpha 0 //removes background in the scoreboard
    cl_sbar 0 //no hud
    cl_sbar_style 1 //hud style, 1=qw
    cl_sbar_drawface 1 //shows face on screen


    // input (mouse)

    sensitivity 3.3 //sensitivity
    freelook 1 //
    sv_aim 2 //
    pq_moveup 1 //jump is also swim up

    +mlook //mouse look at all times
    cl_backspeed 400 //movement Speeds
    cl_forwardspeed 400
    cl_sidespeed 400
    cl_upspeed 400

    m_directinput 0
    _snd_mixahead ".14"

    ambient_level 0 //ambient sound level


    // screen settings

    cl_maxfps 400 //maximum fps allowed

    pq_timestamp 1 //time stamp on chat
    pq_smoothcam 1 //smooth camera

    gl_laserpoint 0 //laser point (0=off, 1=blue, 2=red, 3=yellow, 4=green)

    cl_nolerp 0 // disables linear interpolation of objects in the game

    fov 100 //field of view, default is 90

    show_ping 1 //show ping on screen
    show_ping_x 1
    show_ping_y -2

    show_fps 1 //show fps on screen
    show_fps_x -2
    show_fps_y 1

    cl_autodemo 1 //records demo at connection, 2 = records demo at begining of match. conflicts with cl_truelightning


    // weapon model settings

    cl_gun_offset 0 //0 center, 1=left, 2=right

    r_drawviewmodel 1 //shows weapon on screen
    cl_gun_fovscale 1 //scales gun to resolution
    cl_truelightning 1 //fake lightning/shaft
    cl_gun_idle_movement 1 //idle gun movement
    r_glowlg 0 //lightning glow
    cl_mute 2 //1 off mm1, 2 off mm1 and mm2

    cl_bob 0.0 //client side movement effects
    cl_bobcycle 0.0
    cl_rollangle 0.0
    v_kickpitch 0.0
    v_kicktime 0.0
    v_kickroll 0.0
    m_pitch .022


    // video settings

    vid_width 1920 //video width
    vid_height 1080 //video height
    vid_conwidth 600 //set the width resolution of the HUD console
    vid_conheight 320 //set the height resolution of the HUD console
    vid_vsync 0 //turns on/off vsync
    vid_refreshrate 60 //monitor refresh rate
    vid_fullscreen 1


    // misc commands

    cl_checkForUpdate 1 //?
    cl_web_download 1 //download missing maps from server
    sys_disableWinKeys 1 //disable windows key
    cfg_savevars 1 //save variables to config file
    cl_web_download_url "http://bigfoot.quake1.net/"
    host_maxfps 300
    bgmvolume 0


    // scripts

    alias +rj "cl_pitchspeed 20000;impulse 7;+lookdown;wait;wait;wait;wait;-lookdown;cl_pitchspeed 150;+jump;+attack"
    alias -rj "-attack;-jump;force_centerview"

    alias +lg "impulse 8;+attack"
    alias -lg "impulse 7;-attack"

    alias +ssg "impulse 3; +attack"
    alias -ssg "impulse 7; -attack"
Working...
X