// // Config generated by Lake's Config Generator // ------------------------------------------- // URL: http://lakedrake.boxke.be/ // Version: 1.4.1 // Created on: Tuesday 11 March 2008, 10:38 GMT +0000 // gu // Team Massacre // #massacre (Quakenet) // www.team-massacre.nl // lakedrake@skynet.be // // Movement binds // bind W "+forward" bind S "+back" bind A "+moveleft" bind D "+moveright" bind SPACE "+moveup" bind C "+movedown" bind X "+prone" bind Q "+leanleft" bind E "+leanright" bind SHIFT "+sprint" bind CAPSLOCK "+speed" bind MOUSE1 "+attack" bind MOUSE2 "+movedown" bind MOUSE3 "weapalt" bind R "+reload" bind k kill seta cg_noAmmoAutoSwitch "0" seta cg_autoReload "0" // // Mouse settings // seta sensitivity "2.0" seta m_pitch "0.022" // // Visual aspects // seta r_ati_fsaa_samples "0" seta r_ati_truform_tess "0" seta r_ignoreGLErrors "1" seta r_mode "-1" r_customheight 950 // Set this a little bit lower than your screen resolution's height r_customwidth 1270 // Set this a little bit lower than your screen resolution's width cg_fov 115 // Set cg_ set "cg_announcer" "1" //warwitch prepare to fight! and fight! sounds (1=yes 0=no) set “cg_atmosphericEffects “1” set "cg_autoactivate" "1" //pick up ammo/med/obj/guns automatically? (1=yes 0=no) set "cg_autoaction" "0" //save stats at end of round? bitmask, (1=demo 2=screenshot 4=save stats to file) set "cg_autoreload" "1" //automatically reload pistol/panzer/smg/venom when ammo expended? (1=yes 0=no) set "cg_autoswitch" "0" //automatically switch to pistol when smg out of ammo? (1=yes 0=no) set "cg_blinktime" "100" //good question. set "cg_bloodDamageBlend" "0.0 " //amount of screen to turn red when shot? (1=full blood splatter .5=half 0=none) set "cg_bloodTime" "120" //how long (in milliseconds) does blood stay on walls/floor? (0=no blood decals) set "cg_bloodflash" "0.0 " //show blood flash (directional indicator) when shot? (1=full blood splash .5=half 0=none) set "cg_bobpitch" "0.002" //amount player bobs forward/back while moving (in quake units) (0=none) set "cg_bobroll" "0.002" //amount player rolls side to side while moving (in quake units) (0=none) set "cg_bobup" "0.005" //amount player bobs up while moving (in quake units) (0=none) set “cg_bobyaw” “0.002” set “cg_runroll” “0.005” set “cg_runpitch” “0.002” set "cg_brassTime" "2500" //how long do expended shells remain on floor? (0=none) set "cg_cameraOrbitDelay" "50" //change the rate at which the camara moves to the next orbit position (higher number=slower) set "cg_complaintpopup" "1" //pop up complaint prompt when TK'ed? (1=yes 0=no) set "cg_coronafardist" "1536" //draw sun flares? (1=yes 0=no) set "cg_coronas" "1" //draw sun flares? (1=yes 0=no) set "cg_crosshairAlpha" "1" //level of crosshair transparency? (1=full crosshair .5=semitransparent 0=none) set "cg_crosshairAlphaAlt" "1" //level of secondary crosshair transparency? (1=full crosshair .5=semitransparent 0=none) set "cg_crosshairColor" "blue" //color of crosshair? Possible values are: //white black red green blue yellow magenta cyan orange //mdred mdgreen dkgreen mdcyan mdyellow mdorange mdblue ltgrey mdgrey dkgreen set "cg_crosshairHealth" "1" //change crosshair color from to red depending on health? (req:0 for crosshair colors to take effect) set "cg_crosshairpulse" "0" //change size of crosshair depending on accuracy loss due to lateral mouse movement? 1=yes 0=no set "cg_crosshairSize" "48" //size of crosshair on screen (higher number=larger) set "cg_crosshairX" "0" //alter positioning of crosshair on screen along x axis (in pixels, - numbers move left + move right) set "cg_crosshairY" "0" //alter positioning of crosshair on screen along y axis (in pixels, - numbers move up + move down) set "cg_currentSelectedPlayer" "0" //default playernumber to spectate upon death set "cg_cursorHints" "1" //show dyno/backstab/breakable obj hints? also dyno defuse/plant meter (1=yes 0=no) set "cg_cycleAllWeaps" "1" //cycle non-weapons when using mwheel to switch(needle pliars a/s packs)? (1=yes 0=no) set "cg_deferPlayers" "1" //loading of player models will not take place until next map, death, or scorecheck (1=yes 0=no) set "cg_drawAttacker" "0" //show last known assailant on screen? 1=yes 0=no (leftover from q3, still work?) set "cg_drawCompass" "1" //draw compass@bottom of screen (1=yes 0=no) set "cg_drawCrosshair" "5" //crosshair style? (1-10) set "cg_drawCrosshairNames" "1" //draw friendly player names under crosshair? (1=yes 0=no) set "cg_drawFPS" "1" //draw frames per second displayed? (1=yes 0=no) set "cg_drawGun" "1" //draw gun on screen? (1=yes 0=no) set "cg_drawIcons" "1" //draw gun icons on screen? (1=yes 0=no) set "cg_drawNotifyText" "1" //display console text in notification area on scren? (1=yes 0=no) set "cg_drawReinforcementTime" "1" //display friendly respawn time? (1=yes 0=no) set "cg_drawSnapshot" "0" //display client-server traffic? (for debugging?) (1=yes 0=no) set "cg_drawStatus" "1" //display HUD? (1=yes 0=no) set "cg_drawTeamOverlay" "2" //type of team display (0=none 1=short 2=long) set "cg_drawTimer" "0" //draw time left in round? (redundant, already displayed) (1=yes, 0=no) set "cg_drawWeaponIconFlash" "1" //weapon icon outline colored based on state: red=firing yellow=reload white=switching (1=yes, 0=no) set "cg_gibs" "1" //draw body chunks when gibbed? (1=yes, 0=no) set "cg_fov" "115" //field of vision (higher is wider) set "cg_hudAlpha" "1.0" //transparency of HUD? (1=full crosshair .5=semitransparent 0=none) set “cg_impactvibration” “0” set "cg_lagometer" "1" //display lag-o-meter? (1=yes 0=no) set "cg_marks" "0" //draw marks on walls? bulletholes, etc (1=yes 0=no) set "cg_marktime" "0" //time in milliseconds to leave marks on walls set “cg_muzzleflash” “0” set "cg_popupLimboMenu" "0" //pop up limbo menu upon death (1=yes 0=no) set "cg_predictItems" "0" //use clientside prediction for item pickup (may falsely play item pickup sound when on) (1=yes 0=no) set "cg_quickMessageAlt" "1" //use numbers or letters for voice comms? (1=numbers 0=letters) set "cg_selectedPlayer" "0" //selected player to spectate? set "cg_selectedPlayerName" "HelenKeller" //selected player name to spectate? set "cg_shadows" "1" //draw player shadows (0=none 1=circle 2=raycasted) set "cg_showblood" "1" //show blood when shooting players? (1=yes 0=no) set "cg_simpleItems" "0" //represent packs/weapons as icons instead of 3d objects? (aids in recognition) (1=icon 0=object set "cg_stereoSeparation" "0.4" //amount of stereo seperation in sound output from 0-1 set "cg_teamChatHeight" "8" //number of lines of text to draw on screen set "cg_teamChatTime" "99999" //number of milliseconds before drawn text fades set "cg_teamChatsOnly" "0" //display text from team only? (1=yes 0=no) set "cg_useWeapsForZoom" "1" //use mwheel to zoom in/out when bound to change weapons? (1=yes 0=no) set "cg_viewsize" "100" //percentage of screen to display set "cg_voiceSpriteTime" "6000" //time for voice icons (exclamation point, ammo, health) to remain on compass (in milliseconds) set "cg_weaponCycleDelay" "150" //delay between weapon switching when using mwheel (in millseconds) set "cg_wolfparticles" "1" //draw particles on screen (airstrike/artillery/nade/panzer explosions) (1=yes 0=no) set "cg_zoomDefaultBinoc" "3" //default zoom level for binocs set "cg_zoomDefaultSniper" "3" //default zoom level for sniper set "cg_zoomStepBinoc" "2" //levels of zoom for binocs? set "cg_zoomfov" "22.5" //default fov for zoom? set "cg_zoomstepsniper" "3" //levels of zoom for sniper? Set “cg_runroll” “0” Set “cg_runpitch” “0” Set “cg_recoilpitch “0” Set “cg_drawSpreadScale “1” // Set cl_ set "cl_packetdup" "1" //send duplicate packets when packet is dropped? (1=yes 0=no) set "cl_allowDownload" "1" //allow client to download missing files? (1=yes 0=no) set “cl_mouseAccel” “0” set "cl_timenudge" "-100" //client lag prediction (negative 1/4 of avg ping is good guide) set "cl_maxpackets" "100" //max packets to send per second (higher = smoother play but requires beefier connection) set “sv_screenshake” “0” // Set r_ set "r_allowExtensions" "1" //allow use of opengl extensions? (uses hardware to fullest) (1=yes 0=no) set “r_atmosphereeffects “0” set "r_colorbits" "0" //16 or 32 bit color? set "r_depthbits" "0" //how many bits for depth buffer? set "r_detailtextures" "1" //use detailed textures? (1=yes 0=no) set "r_displayrefresh" "0" //refresh rate (in hz) to use set "r_drawSun" "1" //draw sun on screen? (1=yes 0=no) set "r_dynamiclight" "1" //use dynamic lighting (panzer lights up area around, guns also) (1=yes 0=no) set "r_ext_compiled_vertex_array" "1" //toggle hardware compiled vertex array rendering method (1=yes 0=no) set "r_ext_compressed_textures" "1" //toggle compression of textures (uses less vid ram, less quality, and slower loading) (1=yes 0=no) set "r_ext_gamma_control" "1" //enable external gamma control settings (1=yes 0=no) set "r_ext_multitexture" "1" //toggle hardware mutitexturing (1=yes 0=no) set "r_ext_texture_env_add" "1" //toggle additive blending in multitexturing (1=yes 0=no) set “r_ext_NV_fog_dist” “0” unsafe set "r_facePlaneCull" "1" //toggle culling of brush faces not in view (0 will slow FPS) (1=yes 0=no) set "r_fastsky" "1" //display sky as single color or fancy with clouds etc. (1=yes 0=no) set "r_finish" "0" //toggle synchronization of rendered frames (1=yes 0=no) set "r_flares" "1" //toggle projectile flare and lighting effect (1=yes 0=no) set "r_gamma" "1.3" //level of gamma ramping set "r_glDriver" "opengl32" //used "x" OpenGL driver (standard OpenGL32 or 3dfxvgl) set "r_glIgnoreWicked3D" "0" //when using 3dfx ignore wicked3d drivers? (1=yes 0=no) set "r_highQualityVideo" "1" //video sucks. (1=yes 0=no) set "r_intensity" "1" //color intensity higher=brighter set "r_ignoreFastPath" "0" //gives boost in fps when set to 0, enables prediction in gfx card (1=yes 0=no) set "r_ignoreGLErrors" "1" //self-explanatory, chump! (1=yes 0=no) set "r_ignorehwgamma" "0" //use hardware gamma? affects operation of gamma controls (1=yes 0=no) set "r_inGameVideo" "1" //toggle loading and display of in-game video (1=yes 0=no) set "r_lodCurveError" "250" //another level of detail setting if set to 10000 "don't drop curve rows for a long time" set "r_lodbias" "0" //change the geometric level of detail (0 - 2) set "r_overBrightBits" "0" //brightness adjustment (higher=brighter) set "r_picmip" "1" //set maximum texture size (0 - 10, 10=fastest 0=quality) set “r_picmip2” “2” set "r_primitives" "0" //set the rendering method. (1-3) set "r_rmse" "0.0" //blurring for textures, increases fps set "r_roundImagesDown" "2" //set rounding down amount (larger = faster, lower = quality) set "r_simpleMipMaps" "1" //toggle the use of "simple" mip mapping. (1=yes 0=no) set "r_smp" "0" //toggle the use of multi processor acceleration code (buggy) set "r_stencilbits" "0" //stencil buffer size (0, 8bit, and 16bit) set "r_stereo" "0" //toggle the use of stereo separation for 3D glasses (1=yes 0=no) set "r_subdivisions" "0" //set maximum level of detail. (an example would be the complexity of curves. 1=highest detail) set "r_swapInterval" "0" //toggle frame swapping (1=yes 0=no) set "r_textureMode" "GL_LINEAR_MIPMAP_LINEAR" //select texture mode, linear or nearest set "r_texturebits" "0" //color depth for textures? (16 or 32) set "r_vertexLight" "1" //vertex or not? vertex = lower quality, brighter (1=yes 0=no) set "r_mapoverbrightbits" "2" //brightness adjustment (higher=brighter) // Set com_ set "com_blood" "0" //draw blood? set "com_hunkMegs" "225" //memory in megabytes to use for level matrices/hashes/etc. set "com_introplayed" "0" //play intro on loading of game? (1=yes 0=no) set "com_maxfps" "400" //frame rate limiter (value is frames per second) set "com_soundMegs" "32" //memory in megabytes to use for sounds set "com_zoneMegs" "24" //memory in megabytes to us set "snaps" "30" set "con_debug" "0"