// Draw the weapon model. Turn off to gain 2 fps r_drawviewmodel "1" // Rocket trails, smoke etc. Turn off to gain a LOT of fps in battles, as well // as make it a hell of a lot easier to see your enemy. // Easier to moderate it using cl_max_particles now r_particles "1" // Reduce this number to gain some speed. May be slight or insignificant, // I have not tested this in software. Default is 2048 cl_max_particles "2048" // The next four options can be set to 1 by the SERVER, so if it doesn't // work, check that the server admin hasn't set them to 1 himself. // Set to 0 to turn off quad/suit/pent screen filling color. cl_cshift_powerup "0" // Set to 0 to turn off 'bonus' flash, and item pickup flash. cl_cshift_bonus "0" // Set to 0 to turn off pain screen filling color. cl_cshift_damage "0" // Set to 0 to turn off water/lava screen filling color. // However, it can be used to cheat in megatf/mega2k with flash grens/mines. // Smart server admins would force this to 1 for quakeforge servers running // megatf/2k. Older quakeworld servers couldn't disable gl_polyblend anyway. cl_cshift_content "1" // client's maximum fps allowed. 72 is the highest it can be set to cl_maxfps "72" // Set to 0 to go faster, 1 is older mode and slower // Or not. Some people say 0 is slower and 1 is faster. // *shrugs* Pick your favorite I guess. cl_sbar "0" // If you set this to 120 your status bar will disappear completely and // your fps will improve slightly. Setting it lower, minimum is 30, will // improve your fps. viewsize 100 // Don't show gibs. Should improve speed slightly if you're experiencing lots // of gibs in battle :) cl_gibfilter 1 // Don't show dead bodies. Should improve speed slightly if... well, a lot // of people are dying. Note in TF/Megatf/2k this is BAD TO USE, spies // can feign and you won't be able to see them at *all* cl_deadbodyfilter 0 // detail level, 0 is highest 3 is lowest d_mipcap 1 // detail level of objects, 0 is highest 3 is lowest d_mipscale 1 // subdivide sky polys - not sure if turning this off helps or not. Experiment gl_sky_divide 1 // division value for the sky brushes. - not sure if playing with this helps. gl_subdivide_size 128 // set how many edges are visible. Reduce from default to increase speed on // big maps at the cost of how much you can see r_maxedges 2000 // set how many surfaces are visible. Reduce from default to increase speed on // big maps at the cost of how much you can see r_maxsurfs 1000