marius10
Mng-Team
 Din: Orasu Nimanui
Inregistrat: acum 14 ani
Postari: 664
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///////Maus//////////// ------------------------------------ ----------------------------------------------------------- ookstrafe 0.000000 Enables automatic view centering if +mlook is off lookspring 0.000000 Enable mouse strafing if +mlook is off m_pitch 0.022000 Set mouse pitch sensitivity, negative values invert the mouse m_yaw 0.022 Sets mouse turning sensitivity m_forward 1 Set mouse forward sensitivity m_side 0.8 Sets mouse strafing sensitivity m_filter 0.000000 0 off, 1 on enables mouse filtering sensitivity 8.900000 Mouse sensitivity joystick 0.000000 0 off, 1 on Enables joystick support, disabled by default as mouse is predominantly used +mlook Enables mouse look +jlook Enables joystick look
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/////////////Hud///////////////////////////////////////// console 1.0 Enables Console net_graph 3 A net graph appears on your screen by default, set to 3 or 5 for different graphs net_scale 5 Set net graph vertical scale net_graphpos 1 Set position on screen, 1 is bottom right, 2 is bottom middle and 3 id bottom left hud_classautokill 1 Enables auto suicide if player class is changed, not applicable in NS hud_takesshots 0 0 off, 1 on If set to 1, screenshot are automatically taken of the player scores (+showscores) at the end of each round and saved as a bitmap file in the game mod directory hud_capturemouse 1 0 off, 1 on Enables locking mouse pointer to menu area when the menu is activated hud_fastswitch 0 0 off, 1 on Fast weapons switch, recommended value is "1" hud_centerid 1 0 off, 1 on This also centers player names rather than bottom left con_color 255 180 30 Adjust console text color in RGB 24-bit color representation scr_conspeed 1500 Console scroll speed mp_decals 100.000000 Lower this setting for faster disappearance of sprays explosions etc which saves some fps
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////////////Sunet///////////// voice_scale 0.5 0.0 to 1.0 Defines the volume of voice communication (in percent) over in-game noises voice_enable 1 0 off, 1 on Enables client-side voice communication voice_forcemicrecord 1.000000 Unknown sv_voiceenable 1 0 off, 1 on Enables server-side voice communication s_eax 0.000000 Enable EAX sound support if supported by soundcard s_a3d 0.000000 Enable A3D s_verbwet 0.25 Unknown a3d sound variable s_bloat 2.0 Unknown a3d sound variable s_numpolys 200 Unknown a3d sound variable s_polysize 10000000 Unknown default s_polykeep 1000000000 Unknown default s_refdelay 4 Unknown a3d sound variable s_refgain 0.4 Unknown a3d sound variable s_leafnum 0 Unknown default s_max_distance 1000.0 Sets the maximum distance of a sound source s_min_distance 1.0 Sets minimum distance before roll off is applied. If a sound source is at a closer distance than your setting, it is played at full volume s_automax_distance 50.0 Sets distance for maximum sound volume s_automin_distance 1.0 Sets distance for minimum sound volume s_distance 60 0 to 60000 Adjusts in-game distance units to meters. The higher this number, the closer the sound is. s_doppler 0.0 0 to 10 Adjusts Doppler effect. s_rolloff 1.0 Adjusts the rolloff factor; when the rolloff value is increased, the effects of distance are increased: high frequencies are filtered and volume is lowered s_occlude 1 Unknown a3d sound variable volume 0.850000 In-game volume suitvolume 0.250000 Sets HEV suit volume. Not used in NS. hisound 1.000000 Enables high quality sound bgmvolume 1.000000 Enables CD audio MP3Volume 0.800000 Adjusts the volume setting for in-game MP3 playback _snd_mixahead 0.1 Set mix ahead value. Higher setting can cause problems with some soundcards voice_modenable 1 0 off, 1 on Enable HL voice communication voice_loopback 0 0 off, 1 on Loops your voice communication back to hear yourself ati_subdiv 0 0 off, 1 on Set to 0 if you have an ATI card with poor frame rate ati_npatch 0 0 off, 1 on Set to 0 if you have an ATI card with poor frame rate s_occfactor 1.0 Unknown a3d sound variable
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/////////////////Grafica////////////////////////////////////////////////
gl_affinemodels 0 0 off, 1 on Unknown gl_alphamin 0.250 set minimum alpha blending level gl_clear 0 makes cracks between textures visible when "1" gl_cull 1 0 off, 1 on enable rendering of visible objects only; setting to "0" would take up more resources gl_d3dflip 0 enable reversed rendering order for D3D video mode gl_dither 1 0 off, 1 on enables colour dithering if the video card supports dithering in colour depths greater than 16 bit then "0" should be used gl_dump dump data about video card: vendor, renderer, version, extensions gl_flipmatrix 0 enable crosshair fix when using the 3DNow! 3DFX MiniGL (3dfxglam.dll) gl_keeptjunctions 1 enable allowing slight cracks between textures, setting to 1 may look better on some video cards, but will be a bit slower (fewer fps) gl_lightholes 1 0 off, 1 on enable light holes, set to "0" for small performance increase unless you have r_lightmap set to "1", in which case you should set this to "1" also gl_max_size 256 set the maximum texture size (higher may look better, but may slow performance if set too high) gl_monolights 0 0 off, 1 on creates a uniform light source with no shadows (OpenGL only) gl_nobind 0 enable replacing textures with bizarre alphanumeric characters (it doesn't work) gl_nocolors 0 disable colors (it doesn't work) gl_overbright 1 0 off, 1 on enable maximum brightness mode when set to "1" (D3D only) gl_palette_tex 1 enable paletted textures gl_picmip 0 0 to 2 set rendering quality (0,1,2, higher is faster and lower quality) see gl_playermip, gl_texturemode gl_playermip 0 0 to 2 set player rendering quality (0, 1, 2, higher value is faster and lower quality)(This doesn't work in HL1 Engine) see gl_playermip, gl_texturemode gl_polyoffset 4 0 to 20 set polygon offset, try larger values for flickering decal or texture problems [Flags: a] gl_reporttjunctions 0 enable T-junction reporting to console, see gl_keeptjunctions gl_round_down 3 1 to 256 set texture size rounding-down value (higher rounds more, resulting in lower quality and higher FPS) gl_spriteblend 1 0 off, 1 on enable blending sprite graphics; if set to "0" you might see a mediocre performance increase at the cost of visually degraded sprite textures gl_texels report the number of texels uploaded to the video card gl_texturemode [type] set the rendering mode: in order from lowest quality (fastest) to highest quality (slowest), [type] options are: GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR. Think of the 1st two as low and high quality for hardware that supports bilinear filetering, and the 2nd two as low and high quality for hardware that supports trilinear filtering. gl_wateramp 0 enable amplified waves (higher water detail) in water; "1" may decrease FPS (see sv_wateramp) gl_zmax 4096 set max size for zbuffer gl_ztrick 1 0 off, 1 on speeds up rendering on some 3dfx cards (and maybe others), but may cause flickering on some video cards r_drawviewmodel 1 0 off, 1 on Shows player models such as weapons, should be kept at "1" r_mmx 1 0 off, 1 on Forces MMX Calculation, a processor optimization supported by most cpu's r_dynamic 0 0 off, 1 on Dynamic lighting effects, setting to "0" improves the FPS rate r_decals 100 The lower this is set the faster explosion marks and bullet marks disappear which can help performance r_mirroralpha 0 0 off, 1 on Enables in-game reflective textures (This doesn't work in HL1 Engine) r_bmodelhighfrac 5.0 Unknown variable violence_ablood 1 0 off, 1 on Enables blood decals violence_agibs 1 0 off, 1 on Enables body parts decals violence_hblood 1 0 off, 1 on Enables blood decals violence_hgibs 1 0 off, 1 on Enables body parts decals
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///////////////Cvars////////////////////////////
gl_affinemodels 0 0 off, 1 on Unknown gl_alphamin 0.250 set minimum alpha blending level gl_clear 0 makes cracks between textures visible when "1" gl_cull 1 0 off, 1 on enable rendering of visible objects only; setting to "0" would take up more resources gl_d3dflip 0 enable reversed rendering order for D3D video mode gl_dither 0 0 off, 1 on enables colour dithering if the video card supports dithering in colour depths greater than 16 bit then "0" should be used gl_dump dump data about video card: vendor, renderer, version, extensions gl_flipmatrix 0 enable crosshair fix when using the 3DNow! 3DFX MiniGL (3dfxglam.dll) gl_keeptjunctions 0 enable allowing slight cracks between textures, setting to 1 may look better on some video cards, but will be a bit slower (fewer fps) gl_lightholes 0 0 off, 1 on enable light holes, set to "0" for small performance increase unless you have r_lightmap set to "1", in which case you should set this to "1" also gl_max_size 250 set the maximum texture size (higher may look better, but may slow performance if set too high) gl_monolights 5 0 off, 1 on creates a uniform light source with no shadows (OpenGL only) gl_nobind 0 enable replacing textures with bizarre alphanumeric characters (it doesn't work) gl_nocolors 0 disable colors (it doesn't work) gl_overbright 1 0 off, 1 on enable maximum brightness mode when set to "1" (D3D only) gl_palette_tex 1 enable paletted textures gl_picmip 2 0 to 2 set rendering quality (0,1,2, higher is faster and lower quality) see gl_playermip, gl_texturemode gl_playermip 1 0 to 2 set player rendering quality (0, 1, 2, higher value is faster and lower quality)(This doesn't work in HL1 Engine) see gl_playermip, gl_texturemode gl_polyoffset 4 0 to 20 set polygon offset, try larger values for flickering decal or texture problems [Flags: a] gl_reporttjunctions 0 enable T-junction reporting to console, see gl_keeptjunctions gl_round_down 3 1 to 256 set texture size rounding-down value (higher rounds more, resulting in lower quality and higher FPS) gl_spriteblend 1 0 off, 1 on enable blending sprite graphics; if set to "0" you might see a mediocre performance increase at the cost of visually degraded sprite textures gl_texels report the number of texels uploaded to the video card gl_texturemode GL_NEAREST_MIPMAP_LINEAR set the rendering mode: in order from lowest quality (fastest) to highest quality (slowest), [type] options are: GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR. Think of the 1st two as low and high quality for hardware that supports bilinear filetering, and the 2nd two as low and high quality for hardware that supports trilinear filtering. gl_wateramp 0 enable amplified waves (higher water detail) in water; "1" may decrease FPS (see sv_wateramp) gl_zmax 4096 set max size for zbuffer gl_ztrick 1 0 off, 1 on speeds up rendering on some 3dfx cards (and maybe others), but may cause flickering on some video cards r_drawviewmodel 1 0 off, 1 on Shows player models such as weapons, should be kept at "1" r_mmx 0 0 off, 1 on Forces MMX Calculation, a processor optimization supported by most cpu's r_dynamic 0 0 off, 1 on Dynamic lighting effects, setting to "0" improves the FPS rate r_decals 100 The lower this is set the faster explosion marks and bullet marks disappear which can help performance r_mirroralpha 0 0 off, 1 on Enables in-game reflective textures (This doesn't work in HL1 Engine) r_bmodelhighfrac 5.0 Unknown variable violence_ablood 1 0 off, 1 on Enables blood decals violence_agibs 1 0 off, 1 on Enables body parts decals violence_hblood 1 0 off, 1 on Enables blood decals violence_hgibs 1 0 off, 1 on Enables body parts decals
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//////////////////////Client Cvars//////////////////////////////////////////////////
cl_updaterate 25 10 to 100 This is how often you send updates to the server. Ideal range is 20-100 depending on the client connection to the server. Typically a faster connection will allow you to use a higher value. Using net_graph "3" will monitor the connection to the server. If a lot of falling and rising lines is observed, the value should be lowered. Note: it can may take a few seconds to a minute before a new setting to be observed. For 512k adsl/cable 80 should be used. Cable users may use up to 100. 56k modem users I'd should use a range of 20-35 and isdn 35-50. cl_cmdrate 101 10 to 100 This setting restricts how many packets are sent from your client to the server. You need to figure out your average fps and set this to it or a divisor of it, example if you get 78 fps average, set it to 44 or ideally 78. Lets say you get 90fps but only have this set to 30, that means only a 3rd of what you see is accurate. If you get 99 fps constant set this to 101 cl_lw 1 0 off, 1 on Leave this to 1, putting this to 0 removes the client-side behaviour of weapons and hits. Packets [bullets] are sent to the server and then returned to verify if they hit or not. Basically the server controls weapon sound and animations so its more accurate as you know exactly where you hit in theory but it doesn't work great on the net. cl_lc 1 0 off, 1 on Again leave this at 1 since this another variable that works decently on LAN only. It removes the lag compensation part of the HL netcode completely: it takes into account your ping when deciding if you hit or not. This is how it used to be ages back in HL before it was made more ISDN/56K friendly. Note: server needs to have sv_unlag 1 for this to work cl_dlmax 128 Sets the maximum number of kilobytes to download from a server. 128 is fine for cable/dsl but 56k and ISDN should experiment with settings of 56 and 64 cl_himodels 0 0 off, 1 on enable high quality player models. Set to 1 for slightly better quality player models but you'll lose some fps. cl_idealpitchscale 0.8 This is one HL's most mysterious variable since no-one knows wtf it is :] I leave it in because it comes with default cfg cl_timeout 300 Sets amount of time before you are disconnected due to inactivity cl_cmdbackup 2 Another unknown variable, again its default so I left it cl_download_ingame 0 0 off, 1 on Allows downloading during the game, such as custom sprays for example, I prefer 0, then it only downloads between maps cl_allowdownload 1 0 off, 1 on Enables downloads of maps models sounds etc cl_allowupload 1 0 off, 1 on If a server for some bizarre reason doesn't have something you do then it uploads it Also allows custom spray upload cl_forwardspeed 500 Sets maximum speed a player moves forward at [depends on server setting] cl_backspeed 500 sets maximum speed a player can move backwards [again depends on server setting] cl_vsmoothing 0.05 Another unknown variable I leave as its default. cl_autohelp 0 0 off, 1 on NS help, set to 1 for on-screen help cl_centerentityid 1 0 off, 1 on NS specific variable, center player names or not, 1 is yes 0 is no cl_musicenabled 0 0 off, 1 on NS specific variable, disable the in-game music with 0, enable with 1 cl_musicvolume 0.000000 More NS specific variables - alternatively if you want to only limit the music volume use this to adjust the level cl_quickselecttime 0.500000 NS specific variable cl_highdetail 0 0 off, 1 on Set at "1" for higher detail, set at "0" for lower quality but better performance cl_particleinfo 0 0 off, 1 on Unknown cl_drawnames 1 0 off, 1 on Set to 1 to enable player names on-screen cl_rate 9999 1000 to 20000 set rate that client will send data to the server in bytes per second (suggested starting values: 1000-4000 modem, 5000-7000 ISDN, 6000-10000 cable/DSL, 7000-20000 T1, 20000 LAN) try non-integers like 4001.0528. rate 25000
//////////////////////Options/////////////////////////////////
fps_max 101 20-100 Sets Maximum numbers of frames per second, set this to your average fps to stop big drops fps_modem 0.0 When your connection used to determine your fps crosshair 1 0 off, 1 on Enables crosshair gamma 999 1.8-3 Sets gamma brightness 2 Sets in game brightness sv_aim 0 0 off, 1 on Enables auto aim if server allows hpk_maxsize 4 0 to 4 Hpk file size in Megabytes, note that "0" is defined as no maximum size and when the maximum size of 4 MB is reached, the file will be deleted viewsize 120 Sets view size team "" Not applicable in NS model scientist Not applicable in NS skin "" Not applicable in NS topcolor 76 Sets top player model colour bottomcolor 206 Sets bottom player model colour
_______________________________________ Dar nu existase niciun înţelept, care să înveţe atât din propriile greşeli, cât şi din ale altora.
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