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 Post subject: Config
PostPosted: Mon Dec 09, 2013 8:21 pm 
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Joined: Sun Sep 16, 2012 11:40 pm
Posts: 39
Sometimes players on the server ask about technical issues in ET; about configs, mouse sens or whatever. I always reply 'write your own' or 'your own settings are the best' since during the gameplay it's kinda hard to explain. But here is a different story, so let's go:

bind x "+leanleft"

bind binds a key to a function, x is a key and +leanleft a function (function in ET is predefined). Don't forget "". + means that the function is executed while the key is pressed, when it's released the function is called off (it's done automatically, but we could call it off manually be writng -leanleft). We always bind one key, but we can call many functions. If we want to bind a key to many functions, it's better to script it...but step by step:

bind x "vstr leanleft"

set leanleft "+leanleft"

here we binded x to a variable string (vstr) leanleft, the script is called using command 'set', and the function is +leanleft. So pretty useless script on its own, just to get the idea across;p.

bind x "vstr leanleft"

set leanleft "+leanleft; cg_fov 111"

now we call two functions. ; is the separator, without it the script won't work. cg_fov is called a cvar (client variable), the list of them is in the console when you press tab after writing cg_ (same goes for cl_, r_, b_ etc.).

bind x "vstr leanleft"

set leanleft "+leanleft; cg_fov 111; sensitivity 1; say_team blabla; cg_drawgun 0; cl_timenudge - 100; cg_bobyaw 1; m_pitch 0.0022; cl_mouseaccel 1; cg_showblood 0"

now we call 10 functions. If we test the script, it might not work, but it's not bugged. It's because scripts can't be too long (all in a line, like spaghetti). We have to break them:

bind x "vstr leanleft"

set leanleft "+leanleft; cg_fov 111; sensitivity 1; say_team blabla; cg_drawgun 0; vstr the_rest"

set the_rest "cl_timenudge - 100; cg_bobyaw 1; m_pitch 0.0022; cl_mouseaccel 1; cg_showblood 0"

so we binded a key to a script that calls another script, and each script calls 5 commands. All this is done since there are no loops like in programming. We can continue in such a fashion to infinity; the script will never fail to work.

Much like + functions, thare are + scripts:

bind x "+vstr 1 2"

set 1 "+leanleft"

set 2 "+leanright"

so if we press x we call a variable string 1, if we release it vstr 2 is called. Unlike drinks however, we cannot mix scripts in a single line:

bind x "+vstr 1 2; vstr abc" <-----won't work. When to execute script abc?. But there is a way around this if we call the script not in the same line:

bind x "+vstr 1 2"

set 1 "+leanleft; vstr abc"

set abc "r_gamma 3.0"

set 2 "+leanright; vstr def"

set def "r_gamma 1.0"

the rest is left to our creativity. The third way to loop a script is:

set gamma1 "r_gamma 1.0"

set gamma2 "r_gamma 1.1"

set gamma3 "r_gamma 1.2"

set gamma4 "r_gamma 1.3"

set gamma5 "r_gamma 1.4"

set gamma6 "r_gamma 1.5"

set gamma7 "r_gamma 1.6"

set gamma8 "r_gamma 1.7"

set gamma9 "r_gamma 1.8"

set gamma10 "r_gamma 1.9"

set gamma11 "r_gamma 2.0"

set gamma12 "r_gamma 2.1"

set gamma13 "r_gamma 2.2"

set gamma14 "r_gamma 2.3"

set gamma15 "r_gamma 2.4"

set gamma16 "r_gamma 2.5"

set gamma17 "r_gamma 2.6"

set gamma18 "r_gamma 2.7"

set gamma19 "r_gamma 2.8"

set gamma20 "r_gamma 2.9"

set gamma21 "r_gamma 3.0"

set g1 "vstr gamma1; echo ^?gamma set to 1.0; set gammaUp vstr g2"

set g2 "vstr gamma2; echo ^?gamma set to 1.1; set gammaUp vstr g3; set gammaDown vstr g1"

set g3 "vstr gamma3; echo ^?gamma set to 1.2; set gammaUp vstr g4; set gammaDown vstr g2"

set g4 "vstr gamma4; echo ^?gamma set to 1.3; set gammaUp vstr g5; set gammaDown vstr g3"

set g5 "vstr gamma5; echo ^?gamma set to 1.4; set gammaUp vstr g6; set gammaDown vstr g4"

set g6 "vstr gamma6; echo ^?gamma set to 1.5; set gammaUp vstr g7; set gammaDown vstr g5"

set g7 "vstr gamma7; echo ^?gamma set to 1.6; set gammaUp vstr g8; set gammaDown vstr g6"

set g8 "vstr gamma8; echo ^?gamma set to 1.7; set gammaUp vstr g9; set gammaDown vstr g7"

set g9 "vstr gamma9; echo ^?gamma set to 1.8; set gammaUp vstr g10; set gammaDown vstr g8"

set g10 "vstr gamma10; echo ^?gamma set to 1.9; set gammaUp vstr g11; set gammaDown vstr g9"

set g11 "vstr gamma11; echo ^?gamma set to 2.0; set gammaUp vstr g12; set gammaDown vstr g10"

set g12 "vstr gamma12; echo ^?gamma set to 2.1; set gammaUp vstr g13; set gammaDown vstr g11"

set g13 "vstr gamma13; echo ^?gamma set to 2.2; set gammaUp vstr g14; set gammaDown vstr g12"

set g14 "vstr gamma14; echo ^?gamma set to 2.3; set gammaUp vstr g15; set gammaDown vstr g13"

set g15 "vstr gamma15; echo ^?gamma set to 2.4; set gammaUp vstr g16; set gammaDown vstr g14"

set g16 "vstr gamma16; echo ^?gamma set to 2.5; set gammaUp vstr g17; set gammaDown vstr g15"

set g17 "vstr gamma17; echo ^?gamma set to 2.6; set gammaUp vstr g18; set gammaDown vstr g16"

set g18 "vstr gamma18; echo ^?gamma set to 2.7; set gammaUp vstr g19; set gammaDown vstr g17"

set g19 "vstr gamma19; echo ^?gamma set to 2.8; set gammaUp vstr g20; set gammaDown vstr g18"

set g20 "vstr gamma20; echo ^?gamma set to 2.9; set gammaUp vstr g21; set gammaDown vstr g19"

set g21 "vstr gamma21; echo ^?gamma set to 3.0; set gammaDown vstr g20"

set gammaUp "vstr g1"

set gammaDown

first we define scripts that change gamma, then call them (1 increases gamma, the other one decreases it), then define the final ones (the ones that call the ones that increase and decrease gamma) and finally bind:

bind ";" "vstr gammaDown"

bind "'" "vstr gammaUp"

note that first script that is called is gammaUp, so it has to be defined too (to a script that calls a script that changes gamma). The script gammaUp, after having been called, automaticlally calls the script gammaDown, so the script gammaDown is left blank (but it also has to be defined using the 'set' command). And no, there's no simplier way to write this:). We COULD write it like this:

set high_performance "vstr a_!; echo ^?performance mode on 1280 x 1200, info in the console; vstr echotime; r_textureMode; cg_crosshairSize; bind F10 vstr ultra_performance"

set ultra_performance "vstr b_!; echo ^?performance mode on 1024 x 1024, info in the console; vstr echotime; r_textureMode; cg_crosshairSize; bind F10 vstr sharpness"

set sharpness "vstr c_!; echo ^?sharpness mode on 1280 x 1200, info in the console; vstr echotime; r_textureMode; cg_crosshairSize; bind F10 vstr high_performance"

set a_! "r_textureMode GL_LINEAR_MIPMAP_NEAREST; r_mode -1; r_customwidth 1280; r_customheight 1200; cg_crosshairSize 24.002; bind F9 vstr chd"

set b_! "r_textureMode GL_LINEAR_MIPMAP_NEAREST; r_mode -1; r_customwidth 1024; r_customheight 1024; cg_crosshairSize 30; bind F9 vstr chd"

set c_! "r_textureMode GL_NEAREST; r_mode -1; r_customwidth 1280; r_customheight 1200; cg_crosshairSize 12.8015875816345205967001; bind F9 vstr cross_hair_dark"

bind F10 "vstr high_performance"

so we simplify the script by calling one less script within. However, this method works for smaller scripts, like the one above. Not to spagghettify to much, the script might also rebind (unbind x; bind x "function") keys to different functions. It's very useful for writing a class script, as x can be binded to medpacks, ammopacks, pliers and satchel depending on who we play. After scripting everything like this, I use 16 keyboard buttons to play (of course without commands like I need a medic etc., thouse buttons are on the square tilde ctrl space 5) regardless of the class I choose. I use 4 mouse buttons; overall 20 'buttonology' makes the game slightly 'smoother' for me.

As for the mouse, go to http://www.notalent.org/sensitivity/sensitivity.htm and there you'll find how to set it properly. Windows sensitivity should be set to 6/11 to avoid pixel skipping (I know many try to tweak it, and it's better to leave it alone).


Last edited by ethereal on Fri Jan 17, 2014 11:48 am, edited 1 time in total.

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 Post subject: Re: Config
PostPosted: Mon Dec 09, 2013 10:51 pm 
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Joined: Tue Sep 26, 2006 6:42 pm
Posts: 1785
Location: Ljubljana
thx ethereal, I am sure many will find your information usefull (Y)

_________________
He is able who thinks he is able.
by: Buddha


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 Post subject: Re: Config
PostPosted: Wed Jan 15, 2014 7:45 pm 
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Joined: Sun Sep 16, 2012 11:40 pm
Posts: 39
Q: It took me 7 hs to take this guy down, wtf?
A: First make sure there's no huge xp difference and the player is not standing on medpacks. Then what happens is called drop down distance, with the idea that damage given decreases the farther you are from the enemy. Usually it's applied to sound (http://www.sengpielaudio.com/calculator ... stance.htm), but the idea is implemented to shooting as well (at least in ET). This is explained well here http://files.idle.ee/et/basicskills.html#shooting and it begins with words Think about your range. On another note, I'd recommend this guide to anyone wishing to play objective:). As for a config, this site http://antman.info/wolf/cvar/#.UtbWe_vCF4I has all the cvars neatly explained.


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 Post subject: Re: Config
PostPosted: Thu Jan 16, 2014 12:40 am 
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Joined: Tue Sep 26, 2006 6:42 pm
Posts: 1785
Location: Ljubljana
(Y)

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He is able who thinks he is able.
by: Buddha


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 Post subject: Re: Config
PostPosted: Fri Jan 17, 2014 11:38 am 
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Joined: Sun Sep 16, 2012 11:40 pm
Posts: 39
Frosthard:
First, if you ever changed something in your graphics card (swapinterwal, bitmaps etc.) set it back to default and never change it again. Also, make sure that the driver is correctly installed, best if it's the one supplied by the card provider. Also, make sure that your system uses one graphics card (because sometimes you have integrated one). If you have multiple cores in your cpu, force use of one during the game (I don't know how it's set in 7, in xp it's done via the windows task manager). Secondly, you should tweak your settings only on an empty server as fps depends also on stuff generated by other players (let's just call it like this for now, not to say unnecessary things), so the best idea is to host your own server. Map that you should choose is radar as it eats the most fps. There's also quite a lot of settings to tweak, so a good idea is to tweak one at the time and actively investigate the change (explore map, strafe etc.); otherwise you'll easily get lost in this mix and God himself won't help you.
The first commands to set are cg_drawfps 1 to see fps, com_max fps 125 to cap it and r_mode 8. The last command is critical (go to r_mode 9 if your monitor supports it) as fps depends hugely on resolution. The idea is that we will deliberately set high resolution that will result in lower fps, go as high as we can with fps and that resolution, and tweak the resolution last. Do that with the default cfg generated by the game and check your fps. At this point you should have done nothing besides the resolution change. A good idea is to jot down fps value to see what you start with.

Now quit the game and run it with the parameter "path_to_ET" +set com_zoneMegs 128 +set com_hunkMegs 512 +set com_soundMegs 128
The values cannot exceed 75% of your overall memory. The RAM is given as a power of 2 (32, 64, 128, 256, 512). Don't go higher than 512 though.
!This cannot be done via the console or cfg!
Now launch the game, go to radar and check fps. It may not change, but it should be more stable (more memory assigned to the game).

Now the real fun begins. Mostly because there are over 100 commands to tweak fps, but also because nobody knows what helps in your particular case. Only you'll know it, so keep sharp, change one command at the time, explore the map and decide if it increased, kept at the same level, or decreased fps. The cvars can be found in 'antman' link in the previous post. You're going to be interested in r_ commands for the most part, but the rest might come in handy as well. Remember, change only what you understand yourself and start with simple commands. For a start those will be (explanation is in antman link):

r_drawSun 0

r_dynamiclight 0

r_fastsky 1

r_flares 0

r_drawfoliage 0

Generally, turn off blood splatter, gibs, wolfparticlers, corona effect, shadows, increase subdivisions, lodbias etc – make the game display less stuff in simplier form. After you've tweaked EVERY command (fps related), change the resolution if you still need to. If you want to send yourself right into the fire use those:

/////////////////////////////////////////
// GUN SETTINGS ///
/////////////////////////////////////////

b_weapaltReloads 0

b_muzzleflash 0

b_tracers 2

cg_autoReload 0

cg_autoSwitch 0

cg_drawGun 1

cg_drawWeaponIconFlash 0

cg_noAmmoAutoSwitch 1

cg_muzzleflash 0

/////////////////////////////////////////
// BLOOD SETTINGS ///
/////////////////////////////////////////

cg_blinktime 0

cg_bloodDamageBlend 0

cg_bloodFlash 0

cg_bloodTime 0

cg_showblood 0

/////////////////////////////////////////
// SCREEN SHAKING SETTINGS ///
/////////////////////////////////////////

cg_bobpitch 0

cg_bobroll 0

cg_bobup 0

cg_bobyaw 0

cg_runpitch 0

cg_runroll 0


/////////////////////////////////////////
// NET SETTINGS ///
/////////////////////////////////////////

cl_allowDownload 1

cl_anonymous 1

cl_autoupdate 1

cl_maxpackets 100

rate 20000

snaps 20

/////////////////////////////////////////
// SOUND SETTINGS ///
/////////////////////////////////////////

b_hitsounds 1

s_bits 16

s_channels 2

s_defaultsound 0

s_doppler 1

s_khz 44

s_mixahead 0.2

s_mixPreStep 0.05

s_musicvolume 0.0

s_separation 0.5

s_volume 0.4

s_wavonly 0

/////////////////////////////////////////
// GRAPHICS SETTINGS ///
/////////////////////////////////////////

r_glDriver opengl32

r_allowExtensions 1

r_ext_compressed_textures 1

r_ext_gamma_control 1

r_ext_multitexture 1

r_ext_compiled_vertex_array 1

r_glIgnoreWicked3D 0

r_ext_ATI_pntriangles 0

r_ati_truform_tess 0

r_ati_truform_normalmode GL_PN_TRIANGLES_NORMAL_MODE_LINEAR

r_ati_truform_pointmode GL_PN_TRIANGLES_POINT_MODE_LINEAR

r_ati_fsaa_samples 0

r_ext_texture_filter_anisotropic 0

r_ext_NV_fog_dist 0

r_nv_fogdist_mode GL_EYE_RADIAL_NV

r_ext_texture_env_add 1

r_clampToEdge 1

r_picmip 0

r_roundImagesDown 1

r_rmse 0.0

r_detailtextures 0

r_texturebits 32

r_colorbits 32

r_stereo 0

r_stencilbits 0

r_depthbits 24

r_simpleMipMaps 0

r_subdivisions 20

r_smp 0

r_ignoreFastPath 0

r_lodCurveError 60

r_lodbias 999

r_ignoreGLErrors 1

r_dlightBacks 1

r_finish 0

r_textureMode GL_LINEAR_MIPMAP_LINEAR

r_textureAnisotropy 1.0

r_swapInterval 0

r_facePlaneCull 1

r_railWidth 16

r_railCoreWidth 1

r_railSegmentLength 32

r_primitives 0

r_trisColor 1.0 1.0 1.0 1.0

r_normallength 0.5

r_highQualityVideo 0

r_noportals 0

r_clear 0

r_showmodelbounds 0

r_shownormals 0

r_showsky 0

r_showtris 0

r_debugSurface 0

r_nocull 0

r_drawentities 1

r_lodscale 5

r_flareFade 5

r_flareSize 40

r_portalOnly 0

r_lightmap 0

r_drawworld 1

r_nocurves 0

r_wolffog 0

r_cacheModels 1

r_cacheShaders 1

r_cache 1

r_debuglight 0

r_showImages 0

r_directedScale 1

r_ambientScale 0.5

r_zfar 0

r_znear 3

r_singleShader 0

r_colorMipLevels 0

/////////////////////////////////////////
// DISPLAY SETTINGS ///
/////////////////////////////////////////

cg_viewsize 100

r_fullscreen 1

r_mode -1

r_customaspect 1

r_customheight 1200

r_customwidth 1280

//IF CUSTOM RESOLUTION DOESN'T WORK PROPERLY (HALF SCREEN FULL), SET IT IN GRAPHICS CARD!!!//

r_displayRefresh 60

/////////////////////////////////////////
// LIGHT SETTINGS ///
/////////////////////////////////////////

r_overBrightBits 0

r_mapoverbrightbits 0

r_gamma 1.0

r_ignorehwgamma 0

r_intensity 1.5

/////////////////////////////////////////
// STUFF I SEE ///
/////////////////////////////////////////

b_simpleItems 1

cg_atmosphericEffects 0

cg_brassTime 0

cg_coronafardist 0

cg_coronas 0

cg_gibs 0

cg_marktime 0

cg_shadows 0

cg_wolfparticles 0

r_drawSun 0

r_dynamiclight 0

r_fastsky 1

r_flares 0

r_drawfoliage 0

/////////////////////////////////////////
// MISC STUFF ///
/////////////////////////////////////////

cf_wstats 0.8

cf_wtopshots 1.0

cg_announcer 1

cg_autoAction 4

cg_autoActivate 1

cg_complaintPopUp 0

cg_cursorHints 0

cg_cycleAllWeaps 1

cg_deferPlayers 1

cg_instanttapout 0

cg_popupLimboMenu 0

cg_predictItems 1

cg_weaponCycleDelay 0

cl_doubletapdelay 0

cl_pitchspeed 0

cl_run 1

cl_timeNudge 0

cl_wwwDownload 1

cl_yawspeed 0

com_maxfps 125

con_autoclear 1

con_debug 0

scr_conspeed 10

b_backupcvars 0

b_noactivatelean 1

b_optimizePrediction 1

b_watermarkAlpha 0

b_lagometerAlpha 5

b_speedinterval 0

b_speedunit 2

b_descriptiveTextscale 0.8

b_votetextscale 0.5

b_logbanners 0

b_mapzoom 3.5

/////////////////////////////////////////
// MEMORY ALLOCATION ///
/////////////////////////////////////////

com_hunkMegs 512

com_soundMegs 128

com_zoneMegs 128


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