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Tweaking for RTCW : ET Brightness and Eliminate shadows - Enemy Territory


GhostHope

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  • 3 months later...

For my old/dark monitor I have gamma 2, intensity 1.5, mapoverbrightbits 3, all at max, overbrightbits 0(cept Braund I set 1, map is very dark), and game says vertexlight is unknown cmd

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It's rtcw setting Tonka not w-et ... viewtopic.php?f=29&t=1049

 

also try guys to remove cvars that don't exist on W-ET

 

rtcw= return to castle wolfenstein

wet = Wolfenstein enemy territory It was originally planned to be released as a commercial expansion pack to the popular FPS Return to Castle Wolfenstein and later as a standalone game http://en.wikipedia.org/wiki/Wolfenstei ... _Territory

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It's rtcw setting Tonka not w-et ... viewtopic.php?f=29&t=1049

 

also try guys to remove cvars that don't exist on W-ET

 

rtcw= return to castle wolfenstein

wet = Wolfenstein enemy territory It was originally planned to be released as a commercial expansion pack to the popular FPS Return to Castle Wolfenstein and later as a standalone game http://en.wikipedia.org/wiki/Wolfenstei ... _Territory

 

oh, my bad lol, but the others are same :D

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Most cvars are the same as in RtCW just like the new Wolfs are pretty much the same as ETQW cvars.

Here is the config I use in RtCW. It's a detail_low cfg to maximize FPS but due to PB I had to change maxFPS to 76 from 400 :/.

 

P.S. Anyone know why i get kicked from PB servers on RtCW for maxFPS=400 after I manually changed in console and then in cfg to 76?

 

	// Set cg_ 
set	"cg_announcer"			"1" //warwitch prepare to fight! and fight! sounds (1=yes 0=no)
     set   “cg_atmosphericEffects          “0â€
set	"cg_autoactivate"               "1" //pick up ammo/med/obj/guns automatically? (1=yes 0=no)
set	"cg_autoaction"			"1" //save stats at end of round? bitmask, (1=demo 2=screenshot 4=save stats to file)
set 	"cg_autoreload"			"0" //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†                    “0â€
     set   “cg_runroll†                   “0â€
     set   “cg_runpitch†                  “0â€
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†           “0â€
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†               “0â€
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"              "0" //draw particles on screen (airstrike/artillery/nade/panzer explosions) (1=yes 0=no)
set	"cg_zoomDefaultBinoc"           "30" //default zoom level for binocs
set	"cg_zoomDefaultSniper"          "30" //default zoom level for sniper
set	"cg_zoomStepBinoc"              "30" //levels of zoom for binocs?
set	"cg_zoomfov"                    "20" //default fov for zoom?
set	"cg_zoomstepsniper"             "30" //levels of zoom for sniper?
     Set   “cg_runroll†                   “0â€
     Set   “cg_runpitch†                  “0â€
     Set   “cg_recoilpitch                 “0â€
     Set   “cg_drawSpreadScale             “1â€
// 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†              “0â€
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†             “0â€
// Set r_ 
set	"r_allowExtensions"             "1" //allow use of opengl extensions? (uses hardware to fullest) (1=yes 0=no)
     set   “r_atmosphereeffects            “0â€
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†                    “2â€
	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	"r_depthbits"			"32"
// 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"                    "76" //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†                         “20â€
     set   “con_debug†                     “0â€
     set "rate"			     "25000"


bind F5 "mp_playertype 0;mp_weapon 6;echo You will respawn as a ^2Soldier with a ^3Mauser"
bind F6 "mp_playertype 0;mp_weapon 8;echo You will respawn as a ^2Soldier with a ^3Panzerfaust"
bind F7 "mp_playertype 0;mp_weapon 9;echo You will respawn as a ^2Soldier with a ^3Venom Gun"
bind F8 "mp_playertype 3;mp_weapon 3;echo You will respawn as a ^2Lieutenant with a ^3MP40"
bind F9 "mp_playertype 3;mp_weapon 5;echo You will respawn as a ^2Lieutenant with a ^3Sten"
bind F10 "mp_playertype 2;mp_weapon 4;echo You will respawn as a ^2Engineer with a ^3Thompson"
bind INS "mp_playertype 1;mp_weapon 3;echo You will respawn as a ^2Medic with a ^3MP40"
bind DEL "mp_playertype 1;mp_weapon 5;echo You will respawn as a ^2Medic with a ^3Sten"

set name ^0Hobb^1!^0t
exec crouch.cfg
exec grenadetimer.cfg
vid_restart

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