//***REViLLA CONFIG - 21/10/01*** //***PLAYER SETUP** seta name "^4MKC^7*^1REViLLA" sex "female" //***BINDS*** bind t "say_team ^1<^3<^1<^7** NME" bind g "say_team ^5<^3<^5<^7** REGROUP HERE" bind b "say_team ^2<^3<^2<^7** SECURE" bind y "say_team ^2!^3!^2!^7** AFFIRMATIVE" bind n "say_team ^1!^3!^1!^7** NEGATIVE" bind h "say_team ^5<^3<^5<^7** FOLLOW ME" bind u "say ^7thnx^2!" bind j "say ^7lol^2!" bind . "say ^7hi^2m8" bind , "say ^7cya^2m8" bind k "say ^7:^2)" bind p "say ^7pld^2!" bind l "say ^7hehe^2!" bind mouse3 "say_team ^1<^3<^1<^7** HELP" //**CONTROL** bind e "+forward" bind d "+back" bind s "+moveleft" bind f "+moveright" bind v "+movedown" bind SPACE "+moveup" bind mouse1 "+attack" bind mouse2 "+zoom" bind shift "+speed" bind ALT "+speed" bind i messagemode bind c messagemode2 bind MWHEELDOWN "weapprev;seta sensitivity 13.1" bind MWHEELUP "weapnext;seta sensitivity 13.1" bind [ "weapprev" bind ] "weapnext" bind ESCAPE "togglemenu" bind tab "+scores" bind ` "toggleconsole" bind ~ "toggleconsole" bind kp_enter "vid_restart" bind kp_ins "snd_restart" bind f1 "vote yes" bind f2 "vote no" bind f11 "screenshotJPEG" bind f12 "screenshot" bind a "weapon 4;weapon 5;sensitivity 13.1;cg_fov 120;cg_drawgun 0;cg_crosshairsize 9 ;cg_drawcrosshair 1" bind q "weapon 8;weapon 9;sensitivity 13.1;cg_fov 120;cg_drawgun 0;cg_crosshairsize 12;cg_drawcrosshair 8" bind w "weapon 2;weapon 6;sensitivity 13.1;cg_fov 115;cg_drawgun 0;cg_crosshairsize 22;cg_drawcrosshair 8" bind x "weapon 3; sensitivity 13.1;cg_fov 120;cg_drawgun 1;cg_crosshairsize 50;cg_drawcrosshair 4" bind 4 "weapon 4; sensitivity 11.0;cg_fov 115;cg_drawgun 0;cg_crosshairsize 23;cg_drawcrosshair 9" bind 6 "weapon 6; sensitivity 11.0;cg_fov 115;cg_drawgun 0;cg_crosshairsize 23;cg_drawcrosshair 9" bind 5 "weapon 5; sensitivity 13.7;cg_fov 125;cg_drawgun 0;cg_crosshairsize 22;cg_drawcrosshair 8" bind z "weapon 1; sensitivity 13.1;cg_fov 120;cg_drawgun 0;cg_crosshairsize 10;cg_drawcrosshair 1" bind r "weapon 7; sensitivity 13.1;cg_fov 100;cg_drawgun 0;cg_crosshairsize 9 ;cg_drawcrosshair 1;vstr rrail" bind 1 "+button3" //taunt bind 2 "+button3" bind 3 "+button3" //***RAIL COLOURS*** set rail1 "color 1;color1 1;color2 2;set rrail vstr rail2" set rail2 "color 2;color1 2;color2 3;set rrail vstr rail3" set rail3 "color 3;color1 3;color2 4;set rrail vstr rail4" set rail4 "color 4;color1 4;color2 5;set rrail vstr rail5" set rail5 "color 5;color1 5;color2 6;set rrail vstr rail6" set rail6 "color 6;color1 6;color2 7;set rrail vstr rail7" set rail7 "color 7;color1 7;color2 8;set rrail vstr rail8" set rail8 "color 8;color1 8;color2 0;set rrail vstr rail1" vstr rail1 set rrail vstr rail1 //***GENERAL SETTINGS*** cg_autoswitch "0" // Prevents auto weapon switching when ammo runs out. cg_bobpitch "0" // These three commands will help you to aim by eliminating bobbing as you walk. cg_bobroll "0" cg_bobup "0" cg_brasstime "0" cg_crosshairy "0" cg_crosshairx "0" cg_crosshairhealth "1" cg_crosshairsize "10" cg_deferplayers "1" // Avoids the load pause when people connect. Models updated when you look at scores. cg_draw2d "1" // 2D icons for improved fps cg_draw3dicons "0" cg_drawattacker "0" cg_drawammowarning "0" cg_drawcrosshairnames "1" // Shows name of person under your crosshair. cg_drawcrosshair "1" cg_drawfps "0" // Switch this to 1 for testing purposes to see your frames per second. cg_drawgun "0" // Improved fps by leaving this off. cg_drawicons "1" cg_drawrewards "1" cg_drawsnapshot "0" cg_drawstatus "1" cg_drawteamoverlay "1" //Team HUD (top right) cg_drawtimer "1" cg_forcemodel "1" // Prevents all the models being downloaded. cg_fov "120" cg_gibs "0" cg_lagometer "0" cg_marks "0" cg_oldRail 1 // These three switch off the v1.30 new weapon effects for improved fps. cg_oldRocket 1 cg_oldPlasma 1 cg_predictItems "0" cg_railtrailtime "1200" // Increase this so that trails remain for longer. cg_runroll "0" // As per the cg_bob~ commands above - easier aiming. cg_runpitch "0" // As above cg_shadows "0" cg_simpleitems "1" cg_stereoseparation "0.4" cg_trueLightning 0.5 cg_viewsize "100" cg_zoomfov "60" cl_avidemo "0" cl_debugmove "0" cl_freezedemo "0" cl_motd "0" cl_mouseaccel "0" cl_run "1" cl_showmouserate "0" cl_shownet "0" cl_showtimedelta "0" cl_showsend "0" color "7" con_notifytime "1" com_blood "0" com_hunkmegs "56" com_introplayed "1" com_maxfps 125 com_speeds "0" fs_debug "0" in_joystick "0" in_midi "0" in_mouse "1" logfile "0" m_pitch "0.015" m_yaw "0.022" m_forward "0.25" m_side "0.25" m_filter "0" model "crash/default" r_allowExtensions "1" // Note these "r~" commands are the main graphics ones. See Upsetchaps, mine are ugly ;). r_allowsoftwaregl "0" r_colorbits "16" r_colormiplevels "0" r_depthbits "16" r_detailtextures "0" r_displayrefresh "0" r_dlightbacks "1" r_drawsun "0" r_dynamiclight "0" r_ext_compiled_vertex_array "1" r_ext_gamma_control "1" r_ext_multitexture "1" r_ext_texture_env_add "0" r_faceplanecull "1" r_fastsky "0" r_finish "0" r_flares "0" r_fullbright "0" r_fullscreen "1" r_gamma "1.3" r_glDriver "opengl32" r_ignoreFastPath "1" r_ignoreglerrors "1" r_ignorehwgamma "0" r_intensity "1" r_lightmap "0" r_lodbias 2 //was 1 r_lodCurveError "11" r_mapoverbrightbits "4" r_maskminidriver "0" r_mode "4" r_overbrightbits "1" r_picmip "5" r_primitives "0" r_railSegmentLength "5" //"32" - Rail appearance. I'm using a narrow beam at the moment. The larger figures r_railCoreWidth "0" //"24" // give a nicer looking rail though. r_railWidth "10" //"54" r_roundImagesDown "1" r_showimages "0" r_simplemipmaps "1" r_singleshader "0" r_stencilbits "0" r_stereo "0" r_subdivisions "4" r_swapinterval "0" r_texturebits "16" r_texturemode "GL_LINEAR_MIPMAP_NEAREST" r_vertexlight "1" s_volume "0.5" s_initsound "1" s_musicvolume "0" s_separation "0.5" s_khz "22" s_mixahead "0.14" // These two can make a significant difference to your fps by all accounts. s_mixprestep "0.05" s_doppler "0.0" // Doppler sound effect switched off for slight increase in fps. scr_conspeed "999" sensitivity "13.1" showdrop "0" showpackets "0" sv_allowdownload "1" //***RA3*** seta enemy_model "keel" // Forces enemy to be one model while your team is another. seta team_model "crash/default" seta model "crash/default" //***CONNECTION (ISDN)*** // See the UpsetChaps site for the best advice on connection settings. net_noudp "0" net_noipx "1" cl_packetdup "0" // Set to 1 to get duplicate packets which means less likelihood of packetloss. cl_maxpackets "50" // The higher the better up to about 100. cg_timenudge "0" // Some recommend setting this to minus half your ping. Eg -50 for a 100 ping. rate "7000" // Needs experimentation. snaps "40" // As above. //***OSP*** cg_enemymodel "keel/blue" cg_nomip "146" cg_showplayerlean "1" cg_noprojectiletrail "1" cg_teamrails "0" ch_crosshaircolor "white" cg_enableosphud "1" ch_teambackground "0" ch_statusbarformat "1" ch_pickupitem "0" cf_statusbar "32x32" ch_weaponswitch "8" cf_teamoverlay "9x9" ch_teamoverlay "l14nwhap" cf_crosshairnames "9x9" ch_teamcrosshairhealth "1" cf_teamcrosshairhealth "9x9" cf_vote "11x16" cf_fragmsg "4x4" cf_following "8x8" cf_scores "11x11" cg_float "1" cg_truelightning "1" cg_altlightning "1" cg_altplasma "0" cg_altGrenades "1" //***DEMO RECORDER*** bind F5 vstr startswitch bind F6 vstr stopswitch bind F7 vstr queueprev bind F8 vstr queuenext set startswitch "play sound/misc/menu1; g_synchronousClients 1; sv_fps 60;vstr rec_demo;g_synchronousClients 0" set stopswitch "play sound/misc/menu4; stoprecord; sv_fps 20; vstr nxt_demo; echo Recording Stopped.; echo Current Queue; rec_demo" set queueprev "play sound/misc/menu2; vstr prv_demo; echo Current Queue; rec_demo" set queuenext "play sound/misc/menu3; vstr nxt_demo; echo Current Queue; rec_demo" set demo_01 "set rec_demo record demo01; set prv_demo vstr demo_20; set nxt_demo vstr demo_02" set demo_02 "set rec_demo record demo02; set prv_demo vstr demo_01; set nxt_demo vstr demo_03" set demo_03 "set rec_demo record demo03; set prv_demo vstr demo_02; set nxt_demo vstr demo_04" set demo_04 "set rec_demo record demo04; set prv_demo vstr demo_03; set nxt_demo vstr demo_05" set demo_05 "set rec_demo record demo05; set prv_demo vstr demo_04; set nxt_demo vstr demo_06" set demo_06 "set rec_demo record demo06; set prv_demo vstr demo_05; set nxt_demo vstr demo_07" set demo_07 "set rec_demo record demo07; set prv_demo vstr demo_06; set nxt_demo vstr demo_08" set demo_08 "set rec_demo record demo08; set prv_demo vstr demo_07; set nxt_demo vstr demo_09" set demo_09 "set rec_demo record demo09; set prv_demo vstr demo_08; set nxt_demo vstr demo_10" set demo_10 "set rec_demo record demo10; set prv_demo vstr demo_09; set nxt_demo vstr demo_11" set demo_11 "set rec_demo record demo11; set prv_demo vstr demo_10; set nxt_demo vstr demo_12" set demo_12 "set rec_demo record demo12; set prv_demo vstr demo_11; set nxt_demo vstr demo_13" set demo_13 "set rec_demo record demo13; set prv_demo vstr demo_12; set nxt_demo vstr demo_14" set demo_14 "set rec_demo record demo14; set prv_demo vstr demo_13; set nxt_demo vstr demo_15" set demo_15 "set rec_demo record demo15; set prv_demo vstr demo_14; set nxt_demo vstr demo_16" set demo_16 "set rec_demo record demo16; set prv_demo vstr demo_15; set nxt_demo vstr demo_17" set demo_17 "set rec_demo record demo17; set prv_demo vstr demo_16; set nxt_demo vstr demo_18" set demo_18 "set rec_demo record demo18; set prv_demo vstr demo_17; set nxt_demo vstr demo_19" set demo_19 "set rec_demo record demo19; set prv_demo vstr demo_18; set nxt_demo vstr demo_20" set demo_20 "set rec_demo record demo20; set prv_demo vstr demo_19; set nxt_demo vstr demo_01" set rec_demo record demo01 set prv_demo vstr demo_20 set nxt_demo vstr demo_02 |