Archief - bloodsplashes (damageblend)

Het archief is een bevroren moment uit een vorige versie van dit forum, met andere regels en andere bazen. Deze posts weerspiegelen op geen enkele manier onze huidige ideeën, waarden of wereldbeelden en zijn op sommige plaatsen gecensureerd wegens ontoelaatbaar. Veel zijn in een andere tijdsgeest gemaakt, al dan niet ironisch - zoals in het ironische subforum Off-Topic - en zouden op dit moment niet meer gepost (mogen) worden. Toch bieden we dit archief nog graag aan als informatiedatabank en naslagwerk. Lees er hier meer over of start een gesprek met anderen.

jan233

Legacy Member
deju je weet wel als je geraakt word dan word je scherm rood ik vind da irri bij ne vriend van mij is da hellemaal ni ik snap het ni help me plz hoe zet ik da af alles met blood staat af denk ik in men opties

pyRomAni@c

Legacy Member
/cg_bloodflash "0" en er zijn er nog een paar maar die weet ik niet uit me hoofd. je kan het ook in options veranderen bij view geloof ik

Brock

Legacy Member
pyRomAni@c zei:
is om explosie effecten etc. uit te zetten geloof ik
just :)

tis omdat ik daar ook altijd mee zit te sukkelen, met da blood en die explosies in't begin als ik moet configureren :)

Brock

Legacy Member
seta cg_bloodDamageBlend "0.0" <- deze
seta cg_showblood "0"
seta cg_bloodFlash "0"

X3M.Lake

Legacy Member
cb_bloodDamageBlend -> de 'bloedspetters" op je hud als je geraakt wordt
cg_showblood -> Bloed dat uit je tegenstanders spat als je ze raakt
cg_bloodflash -> De felle rode "'flashes" op je hud als je geraakt wordt

Acra

Legacy Member
misschien dat dit u nu en in de toekomst kan helpen.


/ Set cg_
set "cg_announcer" "1" //warwitch prepare to fight! and fight! sounds (1=yes 0=no)
set “cg_atmosphericEffects “0”
set "cg_autoactivate" "1" //pick up ammo/med/obj/guns automatically? (1=yes 0=no)
set "cg_autoaction" "4" //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. :x
set "cg_bloodDamageBlend" "0.0 " //amount of screen to turn red when shot? (1=full blood splatter .5=half 0=none)
set "cg_bloodTime" "0" //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" //amount player bobs forward/back while moving (in quake units) (0=none)
set "cg_bobroll" "0" //amount player rolls side to side while moving (in quake units) (0=none)
set "cg_bobup" "0" //amount player bobs up while moving (in quake units) (0=none)
set “cg_bobyaw” “0.002”
set “cg_runroll” “0”
set “cg_runpitch” “0”
set "cg_brassTime" "0" //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" "0" //pop up complaint prompt when TK'ed? (1=yes 0=no)
set "cg_coronafardist" "0" //draw sun flares? (1=yes 0=no)
set "cg_coronas" "0" //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" "red" //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" "0" //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" "0" //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" "0" //draw body chunks when gibbed? (1=yes, 0=no)
set "cg_fov" "90" //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" "0" //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" "6" //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" "20" //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" "0" //client lag prediction (negative 1/4 of avg ping is good guide)
set "cl_maxpackets" "222" //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" "16" //16 or 32 bit color?
set "r_customaspect" "1" //allow for a custom aspect ratio? (1=yes 0=no)
set "r_customheight" "800" //vertical resolution
set "r_customwidth" "600" //horizontal resolution
set "r_depthbits" "16" //how many bits for depth buffer?
set "r_detailtextures" "0" //use detailed textures? (1=yes 0=no)
set "r_displayrefresh" "70" //refresh rate (in hz) to use
set "r_drawSun" "0" //draw sun on screen? (1=yes 0=no)
set "r_dynamiclight" "0" //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" "0" //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" "0" //toggle projectile flare and lighting effect (1=yes 0=no)
set "r_fullscreen" "1" //toggle full screen or play in a window (1=fullscreen 0=windowed)
set "r_gamma" "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" "0" //video sucks. (1=yes 0=no)
set "r_intensity" "5" //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" "1" //use hardware gamma? affects operation of gamma controls (1=yes 0=no)
set "r_inGameVideo" "0" //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" "2" //change the geometric level of detail (0 - 2)
set "r_mode" "6" //display mode (3=640x480 4=800x600 6=1024x768 7=1280x1024)
set "r_overBrightBits" "3" //brightness adjustment (higher=brighter)
set "r_picmip" "0" //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" "999" //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_uifullscreen" "0" //hax for fog removal (1=yes 0=no)
set "r_vertexLight" "1" //vertex or not? vertex = lower quality, brighter (1=yes 0=no)
set "r_mapoverbrightbits" "3" //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” “40”
set “con_debug” “0”




/ ET Pro example client configuration file

// b_debugfakebmodel - allows debugging scripted spawned brushes
// default: 0 valid values: 0, 1
set b_debugfakebmodel 0

// b_goatsound - enables the OSP goat sound on knife kills
// default: 1 valid values: 0, 1
set b_goatsound 1

// b_popupTime - the time in milliseconds between popups
// default: 1000
set b_popupTime 1000

// b_altHud - chooses an alternate HUD layout
// default: 0 valid values: 0, 1, 2
set b_altHud 0

// b_altHudFlags - bitmask for various HUD settings
// add the following together:
// 1 - move round timer
// 2 - don't display rank in HUD
// 4 - RTCW-ish message placement
// default: 0 valid valies: 0-7
set b_altHudFlags 0

// b_chatFlags - when set to 1, team flags are drawn by each chat message
// default: 1 valid values: 0, 1
set b_chatFlags 1

// b_chatAlpha - defines the alpha of the chat text (0 = 100% transparent)
// default: 0.33 valid values: anything between 0 and 1
set b_chatAlpha 0.33

// b_watermarkAlpha - defines the alpha of the watermark (0 = 100% transparent)
// default: 1 valid values: anything between 0 and 1
set b_watermarkAlpha 1

// b_lagometerAlpha - defines the alpha of the lagometer (0 = 100% transparent)
// default: 1 valid values: anything between 0 and 1
set b_lagometerAlpha 1

// b_fireteamAlpha - defines the alpha of the fireteam overlay (0 = 100% transparent)
// default: 1 valid values: anything between 0 and 1
set b_fireteamAlpha 1

// b_drawclock - when set to 1 a clock with your local time is drawn on the hud
// default: 0 valid values: 0, 1
set b_drawclock 0

Acra

Legacy Member
// b_drawranks - when set to 1, the ranks of other players are drawn on the HUD
// default: 1 valid values: 0, 1
set b_drawranks 1

// b_votetextscale - defines the scaling for the vote text
// default: 0.8
set b_votetextscale 0.8

// b_numpopups Controls the number of popup messages on the hud.
// -1 = default (for cg_drawSmallPopupIcons 0, it is 5. for cg_drawSmallPopupIcons 1, it is 8)
// 0 = disables popup messages entirely
// n = limits number of popup messages on the hud to n
set b_numpopups -1

// b_textcolorfilter - strips certain color characters from most text messages
// default: ""
set b_textcolorfilter ""

// b_descriptiveTextscale - Scales the limbo hud text
// default: 0.8
set b_descriptiveTextscale 0.8

// b_hudYoffset - Moves the hud up so it is out of the way of the demorecord status line.
// Set to 0 to move the hud flush with the bottom edge of the screen
// default: 10
set b_hudYoffset 10

// b_popupFadeTime - Defines the time in milliseconds that popups take to fade out
// default: 2500
set b_popupfadetime 2500

// b_popupStayTime - Defines the time in milliseconds that popups will stay before fading
// default: 2000
set b_popupstaytime 2000

// b_hitsounds - enables hitsounds
// default: 0 valid values: 0 = disable, 1 = enable, 2 = headshots only
set b_hitsounds 1

// b_shovesounds - enables shovesounds
// default: 1 valid values: 0, 1
set b_shovesounds 1

// b_demo_nametags - float the clientnames above the players, works only in demo playback
// default: 0 valid values: 0 = disable, 1 = visible players only, 2 = all players, 4 = adds clientnum
set b_demo_nametags 0

// b_demo_dynamitecounter - floats a counter above armed dynamite, works only in demo playback
// default: 0
set b_demo_dynamitecounter 0

// b_demo_panzercam, b_demo_mortarcam, b_demo_dynamitecam
// attach the camera to these types of weapons during demo playback
// default: 0 valid values: 0 = disable, 1 = enable
set b_demo_panzercam 0
set b_demo_mortarcam 0
set b_demo_dynamitecam 0

// b_demo_grenadecam
// attach the camera to these types of weapons during demo playback
// default: 0 valid values: 0 = disable, +1 = grenades, +2 = smoke canisters, airstrikes
set b_demo_grenadecam 0

// b_demo_teamonlymissilecam - only attach the camera to weapons from your own team
// default: 0 valid values: 0, 1
set b_demo_teamonlymissilecam 0

// b_demo_followxDistance, b_demo_followyDistance, b_demo_followzDistance
// x,y,z camera offset when attached to a missile
set b_demo_followxDistance 0
set b_demo_followyDistance 0
set b_demo_followzDistance 20

// b_demo_yawturnspeed, b_demo_pitchturnspeed, b_demo_rollspeed
// defines the speed while using the +freecam_* commands (demo playback only)
// default: 1
set b_demo_yawturnspeed 1
set b_demo_pitchturnspeed 1
set b_demo_rollspeed 1

// b_muzzleflash - when set to 1, first person muzzleflash is drawn
// default: 1 valid values: 0, 1
set b_muzzleflash 1

// b_panzerhack - if 1, moves secondary mp40/thompson to weaponbank 3
set b_panzerhack 1

// b_tjl_draw - when set to 1 enable drawing of trickjumplines
// default: 1 valid values: 0, 1
set b_tjl_draw 1

// b_cmdwarnings - enable/disable tjl warnings
// default: 1 valid values: 0, 1

// b_tjl_stoponnomove - when set to 1, stop recording trickjump lines when you don't move
// default: 1 valid values: 0, 1
set b_tjl_stoponnomove 1

// b_tjl_color - sets the default trickjumpline color
// default: green valid values: any hex rgb color values, and "red" "white" "green", ...
set b_tjl_color green

// b_tjl_showmaxspeed - draws the maxspeed on the tjl
// default: 0 valid values: 0, 1
set b_tjl_showmaxspeed 0

// b_tjl_stepsize - the distance between two linepoints of a tjl
// default: 0.5
set b_tjl_stepsize 0.5

// b_drawspeed - draws a speedometer on the hud
// default: 0 valid values: 0, 1, 2, 3, 4, 5
set b_drawspeed 0

// b_speedinterval - the time in milliseconds between two speedometer updates
// default: 100
set b_speedinterval 100

// b_speedunit - the speedunit used for the ups meter
// default: 0 valid values: 0 (ups), 1(mi/h), 2(km/h)
set b_speedunit 0

// b_predefineddemokeys - if this is set to 1, demo playback uses hardcoded key bindings,
// which cannot be overridden. setting this to 0 lets you use your own keybinds in demo playback.
// default: 1 valid values: 0, 1
set b_predefineddemokeys 1

// b_demo_nopitch - when set to 1, the camera doesn't pitch while it's attached to missiles
// default: 1 valid values: 0, 1
set b_demo_nopitch 1

// b_tracers - enable/disable bullet tracers
// default: 1 valid values: 0, 1
set b_tracers 1

// b_demo_lookat <clientnum> - the freecam looks at the specified player,
// get the clientnum with b_demo_nametags, -1 = disabled
// default: -1
set b_demo_lookat -1

// b_demo_playersprites - float sprites above the players in demo playback
// default: 1 valid values: 0, 1
b_demo_playersprites 1

// b_tjl_quickslot - don't play with this, it's used by /tjl_menu
set b_tjl_quickslot 0

// b_demo_drawspectatormessages - enable/disable drawing "spectator" "shoutcaster"
// "freecam" "missilecam" in demoview
// default: 1 valid values: 0, 1
set b_demo_drawspectatormessages 1

// b_demorecord_statusline - set the y offset of the "recording demo ... " string
// default: 470 valid values: everything between 0 and 480. 0 disables it entirely.
set b_demorecord_statusline 470

// b_demo_pvshint - draws a line from the camera origin, to the player's origin who
// recorded the demo
// default: 0 valid values: 0, 1
set b_demo_pvshint 0

// b_logbanners - log server banners to the console
// default: 1 valid values: 0, 1
set b_logbanners 1

// b_tjg_ghostfx - special effects for trickjump ghosts (to distinguish them)
// 0 - no effect, 1 - flicker, 2 - ghost, 3 - flaming, 4 - flame only
// default: 2 valid values: 0-4
set b_tjg_ghostfx 2

// b_mapzoom - zoom level for the map shown in the compass
// default: 5.159 valid values: 1.0-7.43
set b_mapzoom 5.159

// ET Pro example client configuration file

// b_debugfakebmodel - allows debugging scripted spawned brushes
// default: 0 valid values: 0, 1
set b_debugfakebmodel 0

// b_goatsound - enables the OSP goat sound on knife kills
// default: 1 valid values: 0, 1
set b_goatsound 1

// b_popupTime - the time in milliseconds between popups
// default: 1000
set b_popupTime 1000

// b_altHud - chooses an alternate HUD layout
// default: 0 valid values: 0, 1, 2
set b_altHud 0

// b_altHudFlags - bitmask for various HUD settings
// add the following together:
// 1 - move round timer
// 2 - don't display rank in HUD
// 4 - RTCW-ish message placement
// default: 0 valid valies: 0-7
set b_altHudFlags 0

// b_chatFlags - when set to 1, team flags are drawn by each chat message
// default: 1 valid values: 0, 1
set b_chatFlags 1

// b_chatAlpha - defines the alpha of the chat text (0 = 100% transparent)
// default: 0.33 valid values: anything between 0 and 1
set b_chatAlpha 0.33

// b_watermarkAlpha - defines the alpha of the watermark (0 = 100% transparent)
// default: 1 valid values: anything between 0 and 1
set b_watermarkAlpha 1

// b_lagometerAlpha - defines the alpha of the lagometer (0 = 100% transparent)
// default: 1 valid values: anything between 0 and 1
set b_lagometerAlpha 1

// b_fireteamAlpha - defines the alpha of the fireteam overlay (0 = 100% transparent)
// default: 1 valid values: anything between 0 and 1
set b_fireteamAlpha 1

// b_drawclock - when set to 1 a clock with your local time is drawn on the hud
// default: 0 valid values: 0, 1
set b_drawclock 0

// b_drawranks - when set to 1, the ranks of other players are drawn on the HUD
// default: 1 valid values: 0, 1
set b_drawranks 1

// b_votetextscale - defines the scaling for the vote text
// default: 0.8
set b_votetextscale 0.8

// b_numpopups Controls the number of popup messages on the hud.
// -1 = default (for cg_drawSmallPopupIcons 0, it is 5. for cg_drawSmallPopupIcons 1, it is 8)
// 0 = disables popup messages entirely
// n = limits number of popup messages on the hud to n
set b_numpopups -1

// b_textcolorfilter - strips certain color characters from most text messages
// default: ""
set b_textcolorfilter ""

// b_descriptiveTextscale - Scales the limbo hud text
// default: 0.8
set b_descriptiveTextscale 0.8

// b_hudYoffset - Moves the hud up so it is out of the way of the demorecord status line.
// Set to 0 to move the hud flush with the bottom edge of the screen
// default: 10
set b_hudYoffset 10

// b_popupFadeTime - Defines the time in milliseconds that popups take to fade out
// default: 2500
set b_popupfadetime 2500

// b_popupStayTime - Defines the time in milliseconds that popups will stay before fading
// default: 2000
set b_popupstaytime 2000

// b_hitsounds - enables hitsounds
// default: 0 valid values: 0 = disable, 1 = enable, 2 = headshots only
set b_hitsounds 1

// b_shovesounds - enables shovesounds
// default: 1 valid values: 0, 1
set b_shovesounds 1

// b_demo_nametags - float the clientnames above the players, works only in demo playback
// default: 0 valid values: 0 = disable, 1 = visible players only, 2 = all players, 4 = adds clientnum
set b_demo_nametags 0

// b_demo_dynamitecounter - floats a counter above armed dynamite, works only in demo playback
// default: 0
set b_demo_dynamitecounter 0

// b_demo_panzercam, b_demo_mortarcam, b_demo_dynamitecam
// attach the camera to these types of weapons during demo playback
// default: 0 valid values: 0 = disable, 1 = enable
set b_demo_panzercam 0
set b_demo_mortarcam 0
set b_demo_dynamitecam 0

// b_demo_grenadecam
// attach the camera to these types of weapons during demo playback
// default: 0 valid values: 0 = disable, +1 = grenades, +2 = smoke canisters, airstrikes
set b_demo_grenadecam 0

// b_demo_teamonlymissilecam - only attach the camera to weapons from your own team
// default: 0 valid values: 0, 1
set b_demo_teamonlymissilecam 0

// b_demo_followxDistance, b_demo_followyDistance, b_demo_followzDistance
// x,y,z camera offset when attached to a missile
set b_demo_followxDistance 0
set b_demo_followyDistance 0
set b_demo_followzDistance 20

// b_demo_yawturnspeed, b_demo_pitchturnspeed, b_demo_rollspeed
// defines the speed while using the +freecam_* commands (demo playback only)
// default: 1
set b_demo_yawturnspeed 1
set b_demo_pitchturnspeed 1
set b_demo_rollspeed 1

// b_muzzleflash - when set to 1, first person muzzleflash is drawn
// default: 1 valid values: 0, 1
set b_muzzleflash 1

// b_panzerhack - if 1, moves secondary mp40/thompson to weaponbank 3
set b_panzerhack 1

// b_tjl_draw - when set to 1 enable drawing of trickjumplines
// default: 1 valid values: 0, 1
set b_tjl_draw 1

// b_cmdwarnings - enable/disable tjl warnings
// default: 1 valid values: 0, 1

// b_tjl_stoponnomove - when set to 1, stop recording trickjump lines when you don't move
// default: 1 valid values: 0, 1
set b_tjl_stoponnomove 1

// b_tjl_color - sets the default trickjumpline color
// default: green valid values: any hex rgb color values, and "red" "white" "green", ...
set b_tjl_color green

// b_tjl_showmaxspeed - draws the maxspeed on the tjl
// default: 0 valid values: 0, 1
set b_tjl_showmaxspeed 0

// b_tjl_stepsize - the distance between two linepoints of a tjl
// default: 0.5
set b_tjl_stepsize 0.5

// b_drawspeed - draws a speedometer on the hud
// default: 0 valid values: 0, 1, 2, 3, 4, 5
set b_drawspeed 0

// b_speedinterval - the time in milliseconds between two speedometer updates
// default: 100
set b_speedinterval 100

// b_speedunit - the speedunit used for the ups meter
// default: 0 valid values: 0 (ups), 1(mi/h), 2(km/h)
set b_speedunit 0

// b_predefineddemokeys - if this is set to 1, demo playback uses hardcoded key bindings,
// which cannot be overridden. setting this to 0 lets you use your own keybinds in demo playback.
// default: 1 valid values: 0, 1
set b_predefineddemokeys 1

// b_demo_nopitch - when set to 1, the camera doesn't pitch while it's attached to missiles
// default: 1 valid values: 0, 1
set b_demo_nopitch 1

// b_tracers - enable/disable bullet tracers
// default: 1 valid values: 0, 1
set b_tracers 1

// b_demo_lookat <clientnum> - the freecam looks at the specified player,
// get the clientnum with b_demo_nametags, -1 = disabled
// default: -1
set b_demo_lookat -1

// b_demo_playersprites - float sprites above the players in demo playback
// default: 1 valid values: 0, 1
b_demo_playersprites 1

// b_tjl_quickslot - don't play with this, it's used by /tjl_menu
set b_tjl_quickslot 0

// b_demo_drawspectatormessages - enable/disable drawing "spectator" "shoutcaster"
// "freecam" "missilecam" in demoview
// default: 1 valid values: 0, 1
set b_demo_drawspectatormessages 1

// b_demorecord_statusline - set the y offset of the "recording demo ... " string
// default: 470 valid values: everything between 0 and 480. 0 disables it entirely.
set b_demorecord_statusline 470

// b_demo_pvshint - draws a line from the camera origin, to the player's origin who
// recorded the demo
// default: 0 valid values: 0, 1
set b_demo_pvshint 0

// b_logbanners - log server banners to the console
// default: 1 valid values: 0, 1
set b_logbanners 1

// b_tjg_ghostfx - special effects for trickjump ghosts (to distinguish them)
// 0 - no effect, 1 - flicker, 2 - ghost, 3 - flaming, 4 - flame only
// default: 2 valid values: 0-4
set b_tjg_ghostfx 2

// b_mapzoom - zoom level for the map shown in the compass
// default: 5.159 valid values: 1.0-7.43
set b_mapzoom 5.159

X3M.Lake

Legacy Member
hmm, veel van de cvars die erin genoemd worden zijn oude RTCW cvars die in ET gewoonweg niet bestaan. Verder is zou ik die etpro example.cfg niet in de faq zetten, want dat bestand heeft iedereen op z'n pc staan.

Crazy Killer

Legacy Member
Berjan zei:
Ik vraag mij af wat die cg_blinktime doet :confused:
ik dacht dat dat he effect was dat een schot doe op je lichaam, dus dat als je geraakt wordt je crosshair omhoog schiet... correct me if i'm wrong

jan233

Legacy Member
right.... uhum sorry ik zen nu aan het blozen hoor maar uhum console where de fuck vinde da... plz mercikes anyway al :)

Acra

Legacy Member
Crazy Killer zei:
ik dacht dat dat he effect was dat een schot doe op je lichaam, dus dat als je geraakt wordt je crosshair omhoog schiet... correct me if i'm wrong



op hoeveel moet ge die dan zetten ?
bij mij staat het op 100

Berjan

Legacy Member
Op welke waarde moet ik mijn r_displayrefresh zetten ? Dezelfde als mijn com_maxFPS of mijn dezelfde waarde als mijn hz van mijn scherm ?
Het archief is een bevroren moment uit een vorige versie van dit forum, met andere regels en andere bazen. Deze posts weerspiegelen op geen enkele manier onze huidige ideeën, waarden of wereldbeelden en zijn op sommige plaatsen gecensureerd wegens ontoelaatbaar. Veel zijn in een andere tijdsgeest gemaakt, al dan niet ironisch - zoals in het ironische subforum Off-Topic - en zouden op dit moment niet meer gepost (mogen) worden. Toch bieden we dit archief nog graag aan als informatiedatabank en naslagwerk. Lees er hier meer over of start een gesprek met anderen.
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