Quote: set cg_forceteammodel "anarki/red" // The model for your team players. set cg_forceenemymodel "keel/bright" // The model for enemy team players. set r_dynamiclight "1" // Enable dynamic lights. (Rockets flying by light up the area, etc) set r_vertexlight "0" // Vertex lighting instead of lightmap. set r_enablepostprocess "1" // A value of 0 will decrease the quality of lighting in exchange for a boost in performance. set r_picmip "0" // Lowers texture quality by blurring out colors. (Lowering does not increase FPS if you have more than 32MB videoram) set r_overbrightbits "1" // Ambient lighting of local objects only: anything added to a map like players, ammo and weapons. (Works best with vertex enabled) [values: 0 to 3] set r_mapoverbrightbits "1" // Ambient lighting of the map. (Makes the map more radiant.) [values: 0 to 3] set r_gamma "1.2" // Gamma (duh!) set r_fullbright "1" // When this variable is set to 1 the renderer system will render all textures on the map at full brightness. set r_fastsky "0" // When set to 1, blacks out the sky with no texture. (This disables seeing through portals as well!) set r_lodbias "0" // Dictates the highest level of detail to show on player models (0=highest). set cg_shadows "0" // Enables shadows set r_subdivisions "4" // Controls curved surfaces. set cg_simpleitems "1" // Replaces pickup 3D models with iconic 2D images (personal preference but I like the 2D ones better). set cg_marks "1" // Render bullet marks on walls (personal preference but they can give away enemy positions so I keep them). set cg_brasstime "500" // Amount of time expelled shells remain on screen. set cg_noprojectiletrail "1" // No smoke trails on rockets and grenades. set cg_zoomfov "25" // Field of view while zoomed in. set cg_drawgun "2" // Show your gun. (0 = hidden, 1 = swaying, 2 = fixed) set cg_gunx "0" // Gun X-Axis placement. set cg_guny "0" // Gun Y-Axis placement. set cg_gunz "0" // Gun Z-Axis placement. set cg_newweaponbar "1" // Position and layout of the weapon bar. set cg_alwaysWeaponBar "0" // Always show weapon bar set cg_switchonempty "1" // Automatically switch to the next weapon in line when current is empty. set cg_autoswitch "0" // Automatically switch to a weapon you pick up. set cg_railtrailtime "500" // Amount of time the railbeam remains visible. set r_railwidth "12" set r_railcorewidth "6" set r_railsegmentlength "6" set color1 "4" set color2 "7" set cg_oldrail "1" // New style adds a swirl to the beam set cg_oldplasma "1" // A value of 0 will add fizzling spark effects to the plasma balls. set cg_oldrocket "1" // New style adds a red bloom of fire that burns out from the explosion. set cg_truelightning "1" // The amount of how much the lightning beam sways (1.0 = fixed on crosshair, 0.0 = spaghetti) cl_autoRecordDemo "0" //automatically records demos of *every* game you play |