Toon posts:

Quake scripts en seta commands weet iemand er noch

Pagina: 1
Acties:
  • 133 views sinds 30-01-2008
  • Reageer

Verwijderd

Topicstarter
weet iemand noch leuke quake script of seta comondo's trix v.b. /cg_zoomfov 15 is verder inzoomen ( intypen in console ) of weet iemand noch leuke site's zoals

quakequakequake

quake3tweaks

Verwijderd

Topicstarter
// generated by SK, do not modify
unbindall
bind TAB "+scores"
bind ENTER "+button3"
bind ESCAPE "togglemenu"
bind SPACE "+moveup"
bind + "sizeup"
bind - "sizedown"
bind / "weapnext"
bind 0 "weapon 10"
bind 1 "weapon 1"
bind 2 "weapon 2"
bind 3 "weapon 3"
bind 4 "cg_zoomfov 20"
bind 5 "weapon 5"
bind 6 "weapon 6"
bind 7 "weapon 7"
bind 8 "weapon 8"
bind 9 "weapon 9"
bind = "sizeup"
bind [ "weapprev"
bind \ "+mlook"
bind ] "weapnext"
bind _ "sizedown"
bind ` "toggleconsole"
bind a "+moveleft"
bind c "+movedown"
bind d "+moveright"
bind i "messagemode4"
bind s "cg_zoomfov 10"
bind t "messagemode"
bind u "messagemode3"
bind w "+forward"
bind y "messagemode2"
bind ~ "toggleconsole"
bind PAUSE "pause"
bind UPARROW "+forward"
bind DOWNARROW "+back"
bind LEFTARROW "+moveleft"
bind RIGHTARROW "+moveright"
bind ALT "+strafe"
bind CTRL "+attack"
bind SHIFT "+button2"
bind INS "weapon 3"
bind DEL "weapon 7"
bind PGDN "weapon 8"
bind PGUP "weapon 6"
bind HOME "weapon 6"
bind END "weapon 5"
bind F1 "vote yes"
bind F2 "vote no"
bind F3 "cg_zoomfov 15"
bind F4 "cg_zoomfov 20"
bind F5 "say ^4Sebastian<SK> killed again HA HA HA HA"
bind F6 "say ^4WO WANT IN MY CLAN ??? <SK>"
bind F7 "say ^4WWW.GEOCITIES.COM/TWEAKER219 THE SK KLAN PAGE"
bind F8 "say ^4SEBASTIAN^1<SK> ^4KILLED ALL YOU MOTHERFUCKERS"
bind F11 "screenshot"
bind KP_END "+movedown"
bind KP_INS "+moveup"
bind MOUSE1 "+attack"
bind MOUSE2 "+zoom"
bind MOUSE3 "+moveup"
bind MWHEELDOWN "weapnext"
bind MWHEELUP "weapprev"
seta name "^4S^1E^2B^3A^4S^1T^2I^3A^4N ^1SK"
seta com_maxfps "0"
seta com_blood "1"
seta com_introplayed "1"
seta in_midi "0"
seta in_midiport "1"
seta in_midichannel "1"
seta in_mididevice "0"
seta in_mouse "1"
seta in_joystick "0"
seta in_joyBallScale "0.02"
seta joy_threshold "0.150000"
seta vm_cgame "0"
seta vm_game "0"
seta vm_ui "0"
seta dmflags "0"
seta fraglimit "0"
seta timelimit "50"
seta sv_hostname "SK TDM FRAGGER"
seta sv_maxclients "6"
seta sv_maxRate "0"
seta sv_floodProtect "1"
seta sv_master2 ""
seta sv_master3 ""
seta sv_master4 ""
seta sv_master5 ""
seta cl_cdkey "CD-KEY"
seta cl_yawspeed "140"
seta cl_pitchspeed "140"
seta cl_maxpackets "30"
seta cl_packetdup "1"
seta cl_run "1"
seta sensitivity "22.650000"
seta cl_mouseAccel "0"
seta cg_autoswitch "1"
seta m_pitch "0.022000"
seta m_yaw "0.022"
seta m_forward "0.25"
seta m_side "0.25"
seta m_filter "0"
seta cl_maxPing "800"
seta rate "2500"
seta snaps "20"
seta model "visor/default"
seta color "2"
seta handicap "100"
seta sex "male"
seta cg_predictItems "1"
seta cg_viewsize "100"
seta net_noudp "0"
seta net_noipx "0"
seta net_socksEnabled "0"
seta net_socksServer ""
seta net_socksPort "1080"
seta net_socksUsername ""
seta net_socksPassword ""
seta r_glDriver "opengl32"
seta r_allowExtensions "1"
seta r_ext_compress_textures "1"
seta r_ext_gamma_control "1"
seta r_ext_multitexture "1"
seta r_ext_compiled_vertex_array "1"
seta r_ext_texture_env_add "1"
seta r_picmip "1"
seta r_roundImagesDown "1"
seta r_detailtextures "1"
seta r_texturebits "16"
seta r_colorbits "16"
seta r_stereo "0"
seta r_stencilbits "0"
seta r_depthbits "16"
seta r_overBrightBits "1"
seta r_ignorehwgamma "0"
seta r_mode "3"
seta r_fullscreen "1"
seta r_customwidth "1600"
seta r_customheight "1024"
seta r_customaspect "1"
seta r_simpleMipMaps "1"
seta r_vertexLight "0"
seta r_subdivisions "4"
seta r_smp "0"
seta r_ignoreFastPath "1"
seta r_lodCurveError "250"
seta r_lodbias "0"
seta r_flares "0"
seta r_ignoreGLErrors "1"
seta r_fastsky "0"
seta r_drawSun "0"
seta r_dynamiclight "0"
seta r_dlightBacks "1"
seta r_finish "1"
seta r_textureMode "GL_LINEAR_MIPMAP_NEAREST"
seta r_swapInterval "0"
seta r_gamma "1"
seta r_facePlaneCull "1"
seta r_railWidth "3"
seta r_railCoreWidth "3"
seta r_railSegmentLength "32"
seta r_primitives "0"
seta cg_shadows "1"
seta r_lastValidRenderer "3Dfx/Voodoo3 (tm)/2 TMUs/16 MB SDRAM/KNI/ICD (Jun 5 2000)"
seta vid_xpos "104"
seta vid_ypos "109"
seta s_volume "0.787500"
seta s_musicvolume "0.237500"
seta s_separation "0.5"
seta s_khz "22"
seta s_loadas8bit "1"
seta s_mixahead "0.2"
seta s_mixPreStep "0.05"
seta s_rolloff "1.0"
seta s_doppler "1.0"
seta s_distance "100.0"
seta s_min_distance "3.0"
seta s_max_distance "1000.0"
seta s_leafnum "0"
seta s_refgain "0.45"
seta s_refdelay "2.0"
seta s_polykeep "1000000000"
seta s_polysize "10000000"
seta s_polyreflectsize "10000000"
seta s_numpolys "400"
seta s_bloat "2.0"
seta s_occfactor "0.5"
seta s_occ_eq "0.75"
seta ui_ffa_fraglimit "200"
seta ui_ffa_timelimit "0"
seta ui_tourney_fraglimit "0"
seta ui_tourney_timelimit "15"
seta ui_team_fraglimit "0"
seta ui_team_timelimit "50"
seta ui_team_friendly "1"
seta ui_ctf_capturelimit "8"
seta ui_ctf_timelimit "30"
seta ui_ctf_friendly "0"
seta g_spScores1 "\l24\1\l0\1\l1\1\l2\1\l3\1\l4\1\l5\1\l6\1\l7\1\l8\1\l9\1\l10\1\l11\1\l12\1\l13\1\l14\1\l15\1\l16\1\l17\1\l18\1\l19\1\l20\1\l21\1\l22\1\l23\1\l25\1"
seta g_spScores2 "\l24\1\l0\1\l1\1\l2\1\l3\1"
seta g_spScores3 ""
seta g_spScores4 ""
seta g_spScores5 ""
seta g_spAwards "\a3\100\a0\101\a1\103\a5\115\a2\107\a4\210"
seta g_spVideos "\tier1\1\tier2\1\tier3\1\tier4\1\tier5\1\tier6\1\tier7\1\tier8\1"
seta g_spSkill "2"
seta ui_master "3"
seta cg_brassTime "0"
seta cg_drawCrosshair "2"
seta cg_drawCrosshairNames "1"
seta cg_marks "0"
seta server1 "212.18.162.49:27967"
seta server2 "195.11.243.36:27960"
seta server3 "195.11.243.36:27970"
seta server4 "141.30.142.224:27961"
seta server5 "208.152.157.190:27960"
seta server6 "128.119.166.3:666"
seta server7 "194.159.164.181:27970"
seta server8 "195.11.243.36:27980"
seta server9 "195.238.2.14:27961"
seta server10 "24.68.174.213:27960"
seta server11 "128.119.166.3:1337"
seta server12 "207.159.33.100:27960"
seta server13 ""
seta server14 ""
seta server15 ""
seta server16 ""
seta cg_drawGun "1"
seta cg_zoomfov "10"
seta cg_fov "88"
seta cg_stereoSeparation "0.4"
seta cg_gibs "1"
seta cg_draw2D "1"
seta cg_drawStatus "1"
seta cg_drawTimer "0"
seta cg_drawFPS "0"
seta cg_drawSnapshot "0"
seta cg_draw3dIcons "1"
seta cg_drawAmmoWarning "0"
seta cg_drawAttacker "0"
seta cg_drawRewards "0"
seta cg_crosshairSize "24"
seta cg_crosshairHealth "1"
seta cg_crosshairX "0"
seta cg_crosshairY "0"
seta cg_simpleItems "0"
seta cg_lagometer "1"
seta cg_railTrailTime "400"
seta cg_runpitch "0.002"
seta cg_runroll "0.005"
seta cg_bobup "0.005"
seta cg_bobpitch "0.002"
seta cg_bobroll "0.002"
seta cg_teamChatTime "3000"
seta cg_teamChatHeight "8"
seta cg_forceModel "0"
seta cg_deferPlayers "1"
seta cg_drawTeamOverlay "0"
seta cm_playerCurveClip "1"
seta g_maxGameClients "0"
seta capturelimit "0"
seta g_friendlyFire "1"
seta g_warmup "20"
seta g_log "games.log"
seta g_logSync "0"
seta com_hunkMegs "96"


dit is mijn speciale cfg file hier haal je zo'n 10 a 20 meer frames meer

Verwijderd

seta r_picmip "5"
seta com_hunkMegs "128" (afhankelijk van max. ram)
seta cg_drawGun "0"

en nu haal je nog een paar frames extra..

  • FatalError
  • Registratie: Juni 1999
  • Laatst online: 08-11 17:47
je \com_hunkmegs hoeft weer niet zóó hoog, 96 is voldoende.
daarnaast kan je ook je \com_soundmegs naar 16 verhogen en je \com_zonemegs naar 24 ofzo.

If it ain't broken, tweak it!


Verwijderd

Topicstarter
iemand noch meer triks of leuke tweak site's ???

Verwijderd

mijn cfg is 3x zo groot, dus die ga ik niet posten, maar vooral met de nieuwe OSP versies kun je leuk wat aanpassen...

probeer je curve errro en lod bias eens uit, kan ook heel wat schelen.

Verwijderd

www.tweakarena.com
Je kan er alles op vinden!!

Zoals dit:
"bot_nochat" - Basicaly, this command lets you turn off those automated taunts that the bots say constantly. I presume there will be a minor framerate increase but I am not sure. Once you tire of the taunts set this to 1.

"cg_centertime" - This command lets you limit how long the "you fragged <playername>" message appears when you frag someone. The default setting is 3, but the recommended setting is 1. Setting this command to 0 means no message is displayed. This command should be entered manually into your autoexec.

"cg_drawAttacker" - Displays the opponent's name when you face them. Pretty useless, so this is best turned off. FPS gain with this off - 0.5 - 1 FPS.

"cg_drawRewards" - Displays rewards earned in current battle (excellent, impressive etc...) Again, not too useful so turn it off. FPS gain with this off - 0.5 - 1 FPS.

"cg_draw3dIcons" - When turned on, all icons in the HUD will be displayed in 3D. This can get in the way so it is best turned off. FPS gain with this off - 0.5 - 1 FPS.

"cg_drawGun" - This command let's you toggle between displaying, or not displaying the gun. Many people like to have a gun on screen at all times as it helps distinguish which weapon you currently have selected. I myself keep this setting on 0 as it speeds up play (around 2-3 FPS) and gives the advantage of not having a gun blocking your view - especialy helpful when using the railgun. It takes time to adjust but the benefits are there if you want them.

"cg_gibs" - When activated, characters will "gib" (blow into pieces) with a particulaly viscious shot. "com_blood" must be activated for this to take effect. This looks pretty, and can be satisfying but can slow down gameplay in large scale deathmatches. When turned off, FPS gain is around 1 - 5 FPS depending on the amount of action going on.

"cg_marks" - With this turned on, every time a player shoots at the scenary, a mark is left behind. These marks will stay for approximataly 20 seconds. Because of this, slowdown is created. FPS gain with this turned off is around 3 - 10 FPS meaning this is best turned off unless your average framerate is at least 65 FPS on demo001.

"cg_brassTime" - With this on, when a gun is fired, the shells ejected are thrown and discarded in the air for added realism. However, this will be the last thing you are looking for when you are being slapped up in Quake 3 so leave this setting off. FPS gain with this off is around 1 - 3 FPS.

"cg_bobup / cg_bobroll / cg_bobpitch" - These 3 settings are used to create a more realistic walk or run for your character. For example, when you are slowly walking in a crouch position, you will shuffle side to side to give your character more realistic movement. The default for all settings is 0.0025 but I prefer to turn these settings to 0 as its gives a more fluid movement and prevents possible motion sickness ;-)

"cg_fov" - This setting lets you widen or shrink your viewing area or field of vision. The default is 90 but feel free to increase this slightly for a sly advantage (I wouldn't put it over 110 though as the image looks trippy). Unfortunately, because of the larger viewing area, the CPU is under more stress so bear in mind you may get a slightly lower framerate.

"cg_shadows" - There are 3 shadow modes - 1, 2, and 3. 1 creates round, unrealistic shadows under the feet of all characters. 2 creates incredibly lifelike shadows, but at a huge performance hit. My computer slowed to a halt with this on resulting in unplayable gameplay. 3 creates suitably lifelike shadows but again at the cost of some performance. I recommend you just leave them off unless you have at least a Pentium 3 500 MHZ with 128 MB RAM and a decent third generation graphics card. FPS gain with this off are: 3 FPS (setting 1), 8 - 30 FPS (setting 2) and 8 FPS (setting 3). For setting 2, r_stencilbits MUST be set to 8.

"cg_simpleItems" - With this on, all items will be displayed in 2D rather than spinning in 3D. This is especially helpful for people with slower machines as it can really speed things up. Dont bother if you have a specification above or near to mine. FPS gain with this on: 3 - 10 FPS.

"com_blood" - Displays blood when a character is shot with this turned on. Additionaly, characters create a small gib when hit hard at the cost of no performance. Keep this setting on and turn "cg_gibs" off. FPS gain with this off: 1 - 3 FPS.

"com_blindlyLoadDLLs" - If you use the Speed Dll's, you may get the warning message telling you that it is unsafe to use them. This message is quite anoying, as it pops up when you load and finish a level. Insert this command into your config file to delete it for good.

"com_hunkmegs" - Only of use if you have more than 64 MB RAM. This setting alocates more system memory to Quake 3 for player models. If you have 128 MB RAM, set this to 96; if you have 96 MB RAM, set this to 64; if you have 192 MB RAM set this to 128; and finaly if you have 256 MB RAM, then set this to 170. You could try higher numbers but your system could become unstable.

"r_picmip" - This accounts for overall texture and image quality, with 0 being the best, and higher numbers being progressively worse. This setting is a major player in having a high and consistant frame - rate. A setting of 1 is suitable for most computers as it ensures excellent image quality with a solid, consistant framerate. If you have a slower computer, set this to 2 for less of a performance hit. On the other hand, if you have a fast, well speced computer with at least 96 MB RAM, feel free to set this to 0 to have mind blowing graphics, the likes of which are unrivaled on ANY format. Ensure you have the best drivers for your graphics card as well.

"r_drawsun" - This setting I believe creates shadows in relation to where thet are towards the sun. Of course, you will need shadows enabled. I do not think there is a drop in FPS so if you like shadows on, then set this to enabled.

"r_gamma" - Brightens/Darkens the screen. This setting varys according to the brightness on your monitor. Default is 1 but this can be set lower to darken image (eg: 0.79010) or it can be increased to brighten the image (eg: 1.10000). Experiment to find the optimal amount.

"r_mapOverBrightBits" - This is a setting which controls how bright the scenary, textures and objects are. Lately, I have found this is the best way to achieve optimal image quality. This setting defaults at 2 but I would recommend setting this to 3. Secondly, lower the r_gamma setting to 0.82000 and start a new game. You should either find it too bright or too dark - adjust the gamma accordingly. I have found that setting this setting to 3 results in far more clarity and detail in the textures - before the image was a tad "smudged" but now the detail the designers put in the game is more apparent than ever!! This setting is useful for experimenting but don't forget to write down your old values first just in case you mess up your image quality.

"r_ignorehwgamma" - This setting is useful for people running in 32 BIT colour on a Voodoo as it helps tidy the gamma to avoid texture smudging. However, when I tried this I found the image looking more like 16 BIT colour so I left this off. People have assured me that setting this to 1 gave a better image quality so play around with it to find your prefered setting. Thanks to Gero Wendt for bringing this to my attention.

"r_intensity" - As the name suggests this setting intensifies the whole image. Default is 1 and this is recommended for most users. If you play in picmip 5 mode, set this to around 1.4 to make the characters stand out more against the background.

"r_finish" - This is the "Sync every frame" command in the game options. It Improves response between the keyboard/mouse and the on - screen action. You set this to 1 to stop occasional input frustration. However, you may lose around 1 - 2 FPS but that is hardly noticable in combat.

"r_railWidth / r_railCoreWidth / r_railSegmentLength" - These settings adjust the way the railgun blast looks. There are so many possible configurations but here is my personal favourite:

seta r_railWidth "3"
seta r_railCoreWidth "3"
seta r_railSegmentLength "1024"

Thanks to VyP3rR.

"r_roundImagesDown" - Smoothes and rounds images producing slightly inferior visuals. You don't gain noticable FPS with this set to 1 so keep it turned off. (Please note: q3dm16 will crash to the desktop if this setting is less than 1)

"r_swapInterval" - This setting eliminates the slight screen ripping that appears when you turn quickly. Bear in mind that although the FPS loss is not large (1-2 FPS) there is a noticable lag between mouse/keyboard to the on screen action. It can affect gameplay so I would recommend leaving this setting to 0. (This setting is otherwise known as V SYNC)

"r_detailTextures" - This is turned on by default and produces more detailed textures. With this turned off, you get a slight speed boost, but could suffer slight texture inaccuracies. I found no noticable speed boost so keep it on.

"r_colorbits" - Choose between 16 BIT colour and 32 BIT. 32 BIT colour looks very nice (after all, it can render 16.7 million colours compared to 16 BIT's 65,000) but can be a large burdon on computer resources. I guess it depends on personal preferences and computer speeds as to whether you want 32 BIT colour, but you may lose valuable FPS.

"r_texturebits" - Similar to colourbits. However, if you run at high resolutions (1024x768 or above) this can cause texture corruption in 32 BIT colour mode. You must also have a card that supports 32 BIT colour. For best results, keep this at 16 BIT - the difference is not as instantly noticable as colorbits.

"r_dynamicLight" - With this on, the flare from a weapon flash will light up the surrounding area creating added realism. Be aware however that this is quite a large burdon on resources and consumes around 6 FPS.

"r_vertexLight" - This creates lighting made out of voxels instead of polygons. On a slow machine, this will speed things up considerably but can look quite dull. Don't bother if you have a decent machine.

"r_lodBias" - Produces more rounded images in the character model, objects, and pickups the lower this setting is. Through benchmarking, I have found that the default (0) is the best balance between framerate and image quality. I could see no noticable visual improvement when setting this into the low minuses (the valid range is -2 to 2) but the framerate was lower. Quite a large FPS increase can be had by setting this to either 1 or 2 but the visuals do suffer slightly. Leave this at 0 for the best comprimise.

"r_smp" - If you have two CPU's, Windows NT or 2000, and have a graphics card AND a driver which supports SMP, then you can benefit from a more sustained Framerate, which may also be noticeably higher. The default of course is 0, but if your system fulfils the above requirements then by all means set this to 1.

"r_subDivisions" - This is a texture setting which when set low, produces a better image with more curves and less graphical inacuracies. The maximum setting I would recommend is between 100 - 150 depending on the map. I like this set at 4 but feel free to experiment for the best comprimise between image quality and framerate.

"r_lodCurveError" - This setting determines how close you have to be towards a polygon before it "clips". I recommend a setting between 400 - 800 depending on the power of your machine.

"r_flares" - I am not entirely sure on this setting, though I believe that when you fire a weapon such as the RL, the flash or "flare" is dependent on this setting. So, if you set it to 1, the flare is more prominant than the default setting. Contact me if you know the exact meaning.

"r_stencilBits" - This is a graphical setting which lets you get more realistic cracks and texture in the architexture. I would set this to either 4 or 8. I find it has no effect on my framerate but that may be because I have an 8 BIT stencil buffer on my Voodoo 3 3000 PCI - if you have a different card to mine (TNT2, etc...) then experiment with this setting to get the optimal balance. Be aware that the screen will darken with this enabled - you may have to alter the gamma accordingly.

"s_musicVolume" - Self explanatary. Bear in mind that turning off the music doesn't result in such a noticably higher framerate as in Quake 2. Only keep this on if you like musical accompanyment...

"s_loadas8bit" - With this set to 1, all the sounds in the game will be forced to be played in 8 BIT meaning much lower sound quality. The FPS gain is around 2-3, so choose what would be the ideal setting for you.

"sv_pure" - Controls whether the game should be played in pure (as the developer intended) or unpure (which means that certain mods can be used). I set this to 0 as when playing on a pure server, quake 3 automaticaly sets this command to 1. Make sure you enter this command manualy into your autoexec.

"vm_cgame / vm_game / vm_ui" - These settings MUST be set to 0 for the speed dll's to function correctly. If any of these are set to 1 in your config, then you are losing performance, so change them immediately.

Internet connection commands:

"cg_lagometer" - This is a very useful utility which lets you monitor your connection on-line. With this enabled while you are playing on-line you will see 2 boucing lines. The first line displays the conjunction between your graphics card updating the frames in sync with the gameworld updates recieved from the server. Idealy, this should be a straight blue line. If it has bouncing yellow spikes then your display will stutter and be more difficult to view. To combat this, first ensure you have followed my tweaking techniques and then change your snaps setting. Usually, this means lowering it by until your screen is stable and you have a nice flowing blue line in your lagometer. The second line shows if packets are being recieved from the server. This should be green. If it is yellow or red, try increasing your rate or try lowering your snaps. If this does not help, you may be on a dodgy server and so try another. Additionaly, ensure the lagometer is turned OFF when you are not on the internet, and/or when you have a stable connection.

"cl_timenudge" - This interesting setting is identical to the pushlatency setting in Half-Life. This is very user determined and impossible to judge for every machine and every connection. I find this setting works well if you are an LPB pinging around 50. If so, set the cl_timenudge setting to -30 the ping you currently have with the server. If you don't like the way it affects your timing, then leave it at default (0). Use this command in conjunction with the lagometer for best results.

"rate" - This setting controls packets to ensure a good connection. If you have an ISDN modem (128K) then this can be set to around 8000. If you have a 56K modem then this should be around 3000-4500 depending on your connection speed. If you are on a LAN or have ADSL modem, then this can be around 24000 or perhaps even higher. Remember, it is best to experiment to find a suitable number but don't get too carried away or you may cap performance and increase lag.

"snaps" - This is possibly the most important setting for getting a good connection. As everyone knows, in Quake 2, your gameworld updates depended on your current FPS so slower computers were at a disadvantage. Now, in Quake 3, your snaps setting determines how many updates you recieve from the server. 56K modems should have a setting of around 20 - 30. ISDN modems (128K) should be around 40 as should any other fast connection devices (LAN, T1 etc....). Remember to read my cg_lagometer section for tips on "snaps".

"cl_packetdups" - As the name suggests, this setting is used to send multiple packets to compensate for lost packet drops. This setting should be set at 1 unless you have a VERY good connection in which case set this to 0. Use the lagometer to decide on which setting to use.

"cl_maxPackets" - This setting puts a limit on the maximum amount of packets that can be sent to the server via the client. This setting is useful for people with slower modems. The default setting is 30 (comparable to a 56K modem), but lower this if you have a 33.6K modem or less, and higher this setting if you have an ISDN or higher modem.

"com_maxFPS" - This command limits your maximum FPS. Why you would want to do this? 2 reaons. Firstly, because it will help stop the server from having lag confusion when your frame rate has a sudden rise or fall. Run a timedemo, collect your average FPS and use that as the limit for when you play on-line.

Another important aspect of this setting is that your framerate determines how high you can jump. This is why getting the max_FPS setting right is so important. Have a play around until you find a figure that allows you to make the DM13 MH jump. Once you have one (try to get it as high as it can go) stick with it.

Unfortunately, playing online could make achieving maximum height tricky once again. Personaly, I found that setting com_maxFPS to 83 offline and 59 online the best solution for making those long, tricky jumps. Of course, this may be totaly different for your machine so play around.

"cg_deferPlayers" - A nice simple setting. With this set to 1, new player skins will only be loaded when you are either fragged or when you look at the scoreboard. With this set to 0, new player models are loaded as soon as a new player joins the server. I like this set to 1 as the screen could stutter at a potentialy crucial time meaning frustration.

"cg_predictItems" - This setting determines whether the server or the client decides on whether a weapon has being collected. a setting of 1 means the client decides and a setting of 0 means the server decides. I would keep this set at 1 to prevent any un-neccessary confusion.

"cg_forceModel" - If you want to use only the same model or skin throughout, then set this to 1. Every character (human, or bot) will have the same character model as yourself. However, if you are using a custom model with a large polycount, this can hinder performance slightly. Default is 0.

Verwijderd

Topicstarter
tweakarena kende ik al druk maar eens op quake tweaks in mijn topic bovenaan noch meer verbeteringen ???

  • sharkzor
  • Registratie: Maart 2000
  • Laatst online: 14:19
hey -SK-
je cd key ligt open en bloot. snel weghalen die hap! tenminste, als het geen illegale is....

Verwijderd

Op dinsdag 30 januari 2001 21:39 schreef weareborg het volgende:
hey -SK-
je cd key ligt open en bloot. snel weghalen die hap! tenminste, als het geen illegale is....
HE ik heb er weer een CD-key bij:
swgd2c7tc3wad??
Gelukkig heb ik een orginele

Verwijderd

Topicstarter
`m'n cd-key werkt toch niet ik kocht heb orgineel in de winkel maar werkt toch niet

Verwijderd

oh ok

  • Copyman
  • Registratie: Januari 2001
  • Laatst online: 13:15

Copyman

Dode muis

Op maandag 29 januari 2001 19:06 schreef jordyb het volgende:
www.tweakarena.com
Je kan er alles op vinden!!

Zoals dit:
"bot_nochat" - Basicaly, this command lets you turn off those automated taunts that the bots say constantly. I presume there will be a minor framerate increase but I am not sure. Once you tire of the taunts set this to 1.

"cg_centertime" - This command lets you limit how long the "you fragged <playername>" message appears when you frag someone. The default setting is 3, but the recommended setting is 1. Setting this command to 0 means no message is displayed. This command should be entered manually into your autoexec.

"cg_drawAttacker" - Displays the opponent's name when you face them. Pretty useless, so this is best turned off. FPS gain with this off - 0.5 - 1 FPS.

"cg_drawRewards" - Displays rewards earned in current battle (excellent, impressive etc...) Again, not too useful so turn it off. FPS gain with this off - 0.5 - 1 FPS.

"cg_draw3dIcons" - When turned on, all icons in the HUD will be displayed in 3D. This can get in the way so it is best turned off. FPS gain with this off - 0.5 - 1 FPS.

"cg_drawGun" - This command let's you toggle between displaying, or not displaying the gun. Many people like to have a gun on screen at all times as it helps distinguish which weapon you currently have selected. I myself keep this setting on 0 as it speeds up play (around 2-3 FPS) and gives the advantage of not having a gun blocking your view - especialy helpful when using the railgun. It takes time to adjust but the benefits are there if you want them.

"cg_gibs" - When activated, characters will "gib" (blow into pieces) with a particulaly viscious shot. "com_blood" must be activated for this to take effect. This looks pretty, and can be satisfying but can slow down gameplay in large scale deathmatches. When turned off, FPS gain is around 1 - 5 FPS depending on the amount of action going on.

"cg_marks" - With this turned on, every time a player shoots at the scenary, a mark is left behind. These marks will stay for approximataly 20 seconds. Because of this, slowdown is created. FPS gain with this turned off is around 3 - 10 FPS meaning this is best turned off unless your average framerate is at least 65 FPS on demo001.

"cg_brassTime" - With this on, when a gun is fired, the shells ejected are thrown and discarded in the air for added realism. However, this will be the last thing you are looking for when you are being slapped up in Quake 3 so leave this setting off. FPS gain with this off is around 1 - 3 FPS.

"cg_bobup / cg_bobroll / cg_bobpitch" - These 3 settings are used to create a more realistic walk or run for your character. For example, when you are slowly walking in a crouch position, you will shuffle side to side to give your character more realistic movement. The default for all settings is 0.0025 but I prefer to turn these settings to 0 as its gives a more fluid movement and prevents possible motion sickness ;-)

"cg_fov" - This setting lets you widen or shrink your viewing area or field of vision. The default is 90 but feel free to increase this slightly for a sly advantage (I wouldn't put it over 110 though as the image looks trippy). Unfortunately, because of the larger viewing area, the CPU is under more stress so bear in mind you may get a slightly lower framerate.

"cg_shadows" - There are 3 shadow modes - 1, 2, and 3. 1 creates round, unrealistic shadows under the feet of all characters. 2 creates incredibly lifelike shadows, but at a huge performance hit. My computer slowed to a halt with this on resulting in unplayable gameplay. 3 creates suitably lifelike shadows but again at the cost of some performance. I recommend you just leave them off unless you have at least a Pentium 3 500 MHZ with 128 MB RAM and a decent third generation graphics card. FPS gain with this off are: 3 FPS (setting 1), 8 - 30 FPS (setting 2) and 8 FPS (setting 3). For setting 2, r_stencilbits MUST be set to 8.

"cg_simpleItems" - With this on, all items will be displayed in 2D rather than spinning in 3D. This is especially helpful for people with slower machines as it can really speed things up. Dont bother if you have a specification above or near to mine. FPS gain with this on: 3 - 10 FPS.

"com_blood" - Displays blood when a character is shot with this turned on. Additionaly, characters create a small gib when hit hard at the cost of no performance. Keep this setting on and turn "cg_gibs" off. FPS gain with this off: 1 - 3 FPS.

"com_blindlyLoadDLLs" - If you use the Speed Dll's, you may get the warning message telling you that it is unsafe to use them. This message is quite anoying, as it pops up when you load and finish a level. Insert this command into your config file to delete it for good.

"com_hunkmegs" - Only of use if you have more than 64 MB RAM. This setting alocates more system memory to Quake 3 for player models. If you have 128 MB RAM, set this to 96; if you have 96 MB RAM, set this to 64; if you have 192 MB RAM set this to 128; and finaly if you have 256 MB RAM, then set this to 170. You could try higher numbers but your system could become unstable.

"r_picmip" - This accounts for overall texture and image quality, with 0 being the best, and higher numbers being progressively worse. This setting is a major player in having a high and consistant frame - rate. A setting of 1 is suitable for most computers as it ensures excellent image quality with a solid, consistant framerate. If you have a slower computer, set this to 2 for less of a performance hit. On the other hand, if you have a fast, well speced computer with at least 96 MB RAM, feel free to set this to 0 to have mind blowing graphics, the likes of which are unrivaled on ANY format. Ensure you have the best drivers for your graphics card as well.

"r_drawsun" - This setting I believe creates shadows in relation to where thet are towards the sun. Of course, you will need shadows enabled. I do not think there is a drop in FPS so if you like shadows on, then set this to enabled.

"r_gamma" - Brightens/Darkens the screen. This setting varys according to the brightness on your monitor. Default is 1 but this can be set lower to darken image (eg: 0.79010) or it can be increased to brighten the image (eg: 1.10000). Experiment to find the optimal amount.

"r_mapOverBrightBits" - This is a setting which controls how bright the scenary, textures and objects are. Lately, I have found this is the best way to achieve optimal image quality. This setting defaults at 2 but I would recommend setting this to 3. Secondly, lower the r_gamma setting to 0.82000 and start a new game. You should either find it too bright or too dark - adjust the gamma accordingly. I have found that setting this setting to 3 results in far more clarity and detail in the textures - before the image was a tad "smudged" but now the detail the designers put in the game is more apparent than ever!! This setting is useful for experimenting but don't forget to write down your old values first just in case you mess up your image quality.

"r_ignorehwgamma" - This setting is useful for people running in 32 BIT colour on a Voodoo as it helps tidy the gamma to avoid texture smudging. However, when I tried this I found the image looking more like 16 BIT colour so I left this off. People have assured me that setting this to 1 gave a better image quality so play around with it to find your prefered setting. Thanks to Gero Wendt for bringing this to my attention.

"r_intensity" - As the name suggests this setting intensifies the whole image. Default is 1 and this is recommended for most users. If you play in picmip 5 mode, set this to around 1.4 to make the characters stand out more against the background.

"r_finish" - This is the "Sync every frame" command in the game options. It Improves response between the keyboard/mouse and the on - screen action. You set this to 1 to stop occasional input frustration. However, you may lose around 1 - 2 FPS but that is hardly noticable in combat.

"r_railWidth / r_railCoreWidth / r_railSegmentLength" - These settings adjust the way the railgun blast looks. There are so many possible configurations but here is my personal favourite:

seta r_railWidth "3"
seta r_railCoreWidth "3"
seta r_railSegmentLength "1024"

Thanks to VyP3rR.

"r_roundImagesDown" - Smoothes and rounds images producing slightly inferior visuals. You don't gain noticable FPS with this set to 1 so keep it turned off. (Please note: q3dm16 will crash to the desktop if this setting is less than 1)

"r_swapInterval" - This setting eliminates the slight screen ripping that appears when you turn quickly. Bear in mind that although the FPS loss is not large (1-2 FPS) there is a noticable lag between mouse/keyboard to the on screen action. It can affect gameplay so I would recommend leaving this setting to 0. (This setting is otherwise known as V SYNC)

"r_detailTextures" - This is turned on by default and produces more detailed textures. With this turned off, you get a slight speed boost, but could suffer slight texture inaccuracies. I found no noticable speed boost so keep it on.

"r_colorbits" - Choose between 16 BIT colour and 32 BIT. 32 BIT colour looks very nice (after all, it can render 16.7 million colours compared to 16 BIT's 65,000) but can be a large burdon on computer resources. I guess it depends on personal preferences and computer speeds as to whether you want 32 BIT colour, but you may lose valuable FPS.

"r_texturebits" - Similar to colourbits. However, if you run at high resolutions (1024x768 or above) this can cause texture corruption in 32 BIT colour mode. You must also have a card that supports 32 BIT colour. For best results, keep this at 16 BIT - the difference is not as instantly noticable as colorbits.

"r_dynamicLight" - With this on, the flare from a weapon flash will light up the surrounding area creating added realism. Be aware however that this is quite a large burdon on resources and consumes around 6 FPS.

"r_vertexLight" - This creates lighting made out of voxels instead of polygons. On a slow machine, this will speed things up considerably but can look quite dull. Don't bother if you have a decent machine.

"r_lodBias" - Produces more rounded images in the character model, objects, and pickups the lower this setting is. Through benchmarking, I have found that the default (0) is the best balance between framerate and image quality. I could see no noticable visual improvement when setting this into the low minuses (the valid range is -2 to 2) but the framerate was lower. Quite a large FPS increase can be had by setting this to either 1 or 2 but the visuals do suffer slightly. Leave this at 0 for the best comprimise.

"r_smp" - If you have two CPU's, Windows NT or 2000, and have a graphics card AND a driver which supports SMP, then you can benefit from a more sustained Framerate, which may also be noticeably higher. The default of course is 0, but if your system fulfils the above requirements then by all means set this to 1.

"r_subDivisions" - This is a texture setting which when set low, produces a better image with more curves and less graphical inacuracies. The maximum setting I would recommend is between 100 - 150 depending on the map. I like this set at 4 but feel free to experiment for the best comprimise between image quality and framerate.

"r_lodCurveError" - This setting determines how close you have to be towards a polygon before it "clips". I recommend a setting between 400 - 800 depending on the power of your machine.

"r_flares" - I am not entirely sure on this setting, though I believe that when you fire a weapon such as the RL, the flash or "flare" is dependent on this setting. So, if you set it to 1, the flare is more prominant than the default setting. Contact me if you know the exact meaning.

"r_stencilBits" - This is a graphical setting which lets you get more realistic cracks and texture in the architexture. I would set this to either 4 or 8. I find it has no effect on my framerate but that may be because I have an 8 BIT stencil buffer on my Voodoo 3 3000 PCI - if you have a different card to mine (TNT2, etc...) then experiment with this setting to get the optimal balance. Be aware that the screen will darken with this enabled - you may have to alter the gamma accordingly.

"s_musicVolume" - Self explanatary. Bear in mind that turning off the music doesn't result in such a noticably higher framerate as in Quake 2. Only keep this on if you like musical accompanyment...

"s_loadas8bit" - With this set to 1, all the sounds in the game will be forced to be played in 8 BIT meaning much lower sound quality. The FPS gain is around 2-3, so choose what would be the ideal setting for you.

"sv_pure" - Controls whether the game should be played in pure (as the developer intended) or unpure (which means that certain mods can be used). I set this to 0 as when playing on a pure server, quake 3 automaticaly sets this command to 1. Make sure you enter this command manualy into your autoexec.

"vm_cgame / vm_game / vm_ui" - These settings MUST be set to 0 for the speed dll's to function correctly. If any of these are set to 1 in your config, then you are losing performance, so change them immediately.

Internet connection commands:

"cg_lagometer" - This is a very useful utility which lets you monitor your connection on-line. With this enabled while you are playing on-line you will see 2 boucing lines. The first line displays the conjunction between your graphics card updating the frames in sync with the gameworld updates recieved from the server. Idealy, this should be a straight blue line. If it has bouncing yellow spikes then your display will stutter and be more difficult to view. To combat this, first ensure you have followed my tweaking techniques and then change your snaps setting. Usually, this means lowering it by until your screen is stable and you have a nice flowing blue line in your lagometer. The second line shows if packets are being recieved from the server. This should be green. If it is yellow or red, try increasing your rate or try lowering your snaps. If this does not help, you may be on a dodgy server and so try another. Additionaly, ensure the lagometer is turned OFF when you are not on the internet, and/or when you have a stable connection.

"cl_timenudge" - This interesting setting is identical to the pushlatency setting in Half-Life. This is very user determined and impossible to judge for every machine and every connection. I find this setting works well if you are an LPB pinging around 50. If so, set the cl_timenudge setting to -30 the ping you currently have with the server. If you don't like the way it affects your timing, then leave it at default (0). Use this command in conjunction with the lagometer for best results.

"rate" - This setting controls packets to ensure a good connection. If you have an ISDN modem (128K) then this can be set to around 8000. If you have a 56K modem then this should be around 3000-4500 depending on your connection speed. If you are on a LAN or have ADSL modem, then this can be around 24000 or perhaps even higher. Remember, it is best to experiment to find a suitable number but don't get too carried away or you may cap performance and increase lag.

"snaps" - This is possibly the most important setting for getting a good connection. As everyone knows, in Quake 2, your gameworld updates depended on your current FPS so slower computers were at a disadvantage. Now, in Quake 3, your snaps setting determines how many updates you recieve from the server. 56K modems should have a setting of around 20 - 30. ISDN modems (128K) should be around 40 as should any other fast connection devices (LAN, T1 etc....). Remember to read my cg_lagometer section for tips on "snaps".

"cl_packetdups" - As the name suggests, this setting is used to send multiple packets to compensate for lost packet drops. This setting should be set at 1 unless you have a VERY good connection in which case set this to 0. Use the lagometer to decide on which setting to use.

"cl_maxPackets" - This setting puts a limit on the maximum amount of packets that can be sent to the server via the client. This setting is useful for people with slower modems. The default setting is 30 (comparable to a 56K modem), but lower this if you have a 33.6K modem or less, and higher this setting if you have an ISDN or higher modem.

"com_maxFPS" - This command limits your maximum FPS. Why you would want to do this? 2 reaons. Firstly, because it will help stop the server from having lag confusion when your frame rate has a sudden rise or fall. Run a timedemo, collect your average FPS and use that as the limit for when you play on-line.

Another important aspect of this setting is that your framerate determines how high you can jump. This is why getting the max_FPS setting right is so important. Have a play around until you find a figure that allows you to make the DM13 MH jump. Once you have one (try to get it as high as it can go) stick with it.

Unfortunately, playing online could make achieving maximum height tricky once again. Personaly, I found that setting com_maxFPS to 83 offline and 59 online the best solution for making those long, tricky jumps. Of course, this may be totaly different for your machine so play around.

"cg_deferPlayers" - A nice simple setting. With this set to 1, new player skins will only be loaded when you are either fragged or when you look at the scoreboard. With this set to 0, new player models are loaded as soon as a new player joins the server. I like this set to 1 as the screen could stutter at a potentialy crucial time meaning frustration.

"cg_predictItems" - This setting determines whether the server or the client decides on whether a weapon has being collected. a setting of 1 means the client decides and a setting of 0 means the server decides. I would keep this set at 1 to prevent any un-neccessary confusion.

"cg_forceModel" - If you want to use only the same model or skin throughout, then set this to 1. Every character (human, or bot) will have the same character model as yourself. However, if you are using a custom model with a large polycount, this can hinder performance slightly. Default is 0.
Kan je dit nog ff voor me vertalen? :)

Bij voorbaat dank. :P

Zeer belangrijke informatie: Inventaris


Verwijderd

Err

Verwijderd

Op dinsdag 30 januari 2001 21:59 schreef -SK- het volgende:
`m'n cd-key werkt toch niet ik kocht heb orgineel in de winkel maar werkt toch niet
probeer is

wwwwwwwwwwwwwwwwwwwwwwwwww
Pagina: 1