mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-12-01 16:32:23 +00:00
50 lines
2.2 KiB
INI
50 lines
2.2 KiB
INI
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// Draw the weapon model. Turn off to gain 2 fps
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r_drawviewmodel "1"
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// Rocket trails, smoke etc. Turn off to gain a LOT of fps in battles, as well
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// as make it a hell of a lot easier to see your enemy.
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r_particles "0"
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// The next four options can be set to 1 by the SERVER, so if it doesn't
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// work, check that the server admin hasn't set them to 1 himself.
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// Set to 0 to turn off quad/suit/pent screen filling color.
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cl_cshift_powerup "0"
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// Set to 0 to turn off 'bonus' flash, and item pickup flash.
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cl_cshift_bonus "0"
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// Set to 0 to turn off pain screen filling color.
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cl_cshift_damage "0"
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// Set to 0 to turn off water/lava screen filling color.
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// However, it can be used to cheat in megatf/mega2k with flash grens/mines.
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// Smart server admins would force this to 1 for quakeforge servers running
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// megatf/2k. Older quakeworld servers couldn't disable gl_polyblend anyway.
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cl_cshift_content "1"
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// client's maximum fps allowed. 72 is the highest it can be set to
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cl_maxfps "72"
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// Set to 0 to go faster, 1 is older mode and slower
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// Or not. Some people say 0 is slower and 1 is faster.
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// *shrugs* Pick your favorite I guess.
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cl_sbar "0"
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// If you set this to 120 your status bar will disappear completely and
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// your fps will improve slightly. Setting it lower, minimum is 30, will
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// improve your fps.
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viewsize 100
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// Don't show gibs. Should improve speed slightly if you're experiencing lots
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// of gibs in battle :)
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cl_gibfilter 1
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// Don't show dead bodies. Should improve speed slightly if... well, a lot
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// of people are dying. Note in TF/Megatf/2k this is BAD TO USE, spies
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// can feign and you won't be able to see them at *all*
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cl_deadbodyfilter 0
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// detail level, 0 is highest 3 is lowest
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d_mipcap 1
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// detail level of objects, 0 is highest 3 is lowest
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d_mipscale 1
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// subdivide sky polys - not sure if turning this off helps or not. Experiment
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gl_sky_divide 1
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// division value for the sky brushes. - not sure if playing with this helps.
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gl_subdivide_size 128
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// set how many edges are visible. Reduce from default to increase speed on
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// big maps at the cost of how much you can see
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r_maxedges 2000
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// set how many surfaces are visible. Reduce from default to increase speed on
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// big maps at the cost of how much you can see
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r_maxsurfs 1000
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