Console Commands
Uh-Oh
Join Date: 2002-11-04 Member: 6917Members
<div class="IPBDescription">gl_polyoffset, rendering, fps_modem...</div> I've been looking through my .cfg file and I noticed a few commands that elude me. Any info you could give me would be greatly appreciated.
First off, what does <u>gl_polyoffset</u> do? Cause on one computer I have it at 4, and on another I have it at 0.1.
Then we have <u>gl_overbright</u>. For some reason, one of my system has 0.0000 and the other has 1.
Next, what does <u>fps_modem</u> do? My fps_max is set to 99. Should I also set this one to 99, or is it an old command that is now useless?
I wanna play NS with <u>gl_linear_mipmap_linear</u> (supposed to be the highest quality rendering mode), watch should I do? I put it in my custom .cfg file. When I load hl.exe -ns, I go to the console and type exec bob.cfg. Does this automatically set the game to that rendering mode?
Also, what does <u>Mouse Filter</u> (m_filter) do exactly? I'm currently using a Labtec Optical Mouse...
Thanks!
P.S. Can I seperate my .cfg file in different paragraphs, or does the use of the Enter Key screw the whole thing?
First off, what does <u>gl_polyoffset</u> do? Cause on one computer I have it at 4, and on another I have it at 0.1.
Then we have <u>gl_overbright</u>. For some reason, one of my system has 0.0000 and the other has 1.
Next, what does <u>fps_modem</u> do? My fps_max is set to 99. Should I also set this one to 99, or is it an old command that is now useless?
I wanna play NS with <u>gl_linear_mipmap_linear</u> (supposed to be the highest quality rendering mode), watch should I do? I put it in my custom .cfg file. When I load hl.exe -ns, I go to the console and type exec bob.cfg. Does this automatically set the game to that rendering mode?
Also, what does <u>Mouse Filter</u> (m_filter) do exactly? I'm currently using a Labtec Optical Mouse...
Thanks!
P.S. Can I seperate my .cfg file in different paragraphs, or does the use of the Enter Key screw the whole thing?
Comments
Mouse filter averages out the last few mouse inputs to give a much smoother scroll - especially helpful with the traditional mouse (with ball and cable) that I have, but it might not make much of a difference to an optical mouse...
edit - yay! double figure post count! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I think gl_overbright 1 sets the map to full bright (lightning disabled, like if you didn't run hlrad in the compilation) but I'm not sure
To play with GL_LINEAR_MIPMAP_LINEAR, write this line in your aotoexec.cfg file:
gl_texturemode GL_LINEAR_MIPMAP_LINEAR
but keep in mind that gl_texturemode is a COMMAND, not a CVAR.
Mouse filtering is the worst idea ever.
And since no one mentioned, you were right, fps_modem is no longer used.
So, should I set my gl_polyoffset to the lowest value possible or something? What would bea good value here...?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->but keep in mind that gl_texturemode is a COMMAND, not a CVAR<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Does this mean it's useless to put it in my .cfg files (execpt for autoexec.cfg).
Cause everytime I play NS I need to type exec bob.cfg in the console since alot of people use this computer, and they have different .cfgs each.
So, is the autoexec.cfg a comon file?
Mouse filter averages out the last few mouse inputs to give a much smoother scroll - especially helpful with the traditional mouse (with ball and cable) that I have, but it might not make much of a difference to an optical mouse... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Be aware that m_filter has some issues with WinXP. It can cause very small mouse movements (say 2 or 3 pixels) to be ignored.
I run XP and I had m_filter set to 1 for a few days, then as a lerk I noticed that I was unable to make a tiny adjustment to hit a target from far away. I've since just set m_filter to 0.
I have a friend who *loves* m_filter and actually stopped using XP because it doesn't work. Anyway to each their own.
So, should I set my gl_polyoffset to the lowest value possible or something? What would bea good value here...?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->but keep in mind that gl_texturemode is a COMMAND, not a CVAR<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Does this mean it's useless to put it in my .cfg files (execpt for autoexec.cfg).
Cause everytime I play NS I need to type exec bob.cfg in the console since alot of people use this computer, and they have different .cfgs each.
So, is the autoexec.cfg a comon file? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It just mean you'll have to put it in your autoexec.cfg file or your own DFG file, because it won't be saved when you quit the game.
So, should I set my gl_polyoffset to the lowest value possible or something? What would bea good value here...?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->but keep in mind that gl_texturemode is a COMMAND, not a CVAR<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Does this mean it's useless to put it in my .cfg files (execpt for autoexec.cfg).
Cause everytime I play NS I need to type exec bob.cfg in the console since alot of people use this computer, and they have different .cfgs each.
So, is the autoexec.cfg a comon file? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I usually keep gl_polyoffset at 0.1, if not 0.01... keeps decals from popping off the wall slightly. The reason it isn't set at 0 is because some video cards have 'issues' displaying textures they are told are _exactly_ on top of each other. You get weird visual errors... torn decals, flickering pixels, all of that.
I'd play around with it, and test until you can get it as low as possible without having those errors. It shouldn't take much.
fps_modem technically isn't used, but <b>is</b> still active. Between fps_max and fps_modem, your FPS is capped to the lowest of the two. Set 'em both to 100 for full-throttle. Set fps_modem to 100, and fps_max to the value you want to cap your framerate at, if you choose to do so.
'gl_texturemode GL_LINEAR_MIPMAP_LINEAR' is a command for the HL engine, dictating how to deal with distance levels, and how to blend them. Yes, you can put it in a .cfg file. Yes, typing it into the console or executing your CFG will set it to that mode. I leave it in autoexec.cfg, myself.
'Quality->Balanced->Performance' is a video card setting, and is independent of HL. Quality mode usually will force on FSAA and anisotropic filtering, whether or not the program using the 3D accel has support for such. It'll turn up the priority placed on loading the largest, most detailed textures. It'll make sure they're blended as well as they can, again independent of HL. Adding GL_LINEAR_MIPMAP_LINEAR will fill in the sections the vid card doesn't know how to handle, and will make it run even prettier. At least it does IMNSHO, on Radeons.
In a typical weapon switching sequence, I have:
Roll mouse wheel (invnext or invprev) X number of times needed - left mouse click
How can I bypass the second requirement (the clicking, that tells the game I indeed want to select that weapon)?
In emergency situations where you want to quickly change weapons, you lose valuable miliseconds (I $hit you not <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ).
Thanks again, and have a nie evening.
i believe
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->P.S. Can I seperate my .cfg file in different paragraphs, or does the use of the Enter Key screw the whole thing?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
yes u can use paragraphs!
--Veg
***KILL THE FATTY***
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
default is coop 0
(that's Old school, sorry if my "leet" isn't politically correct, it's the first time I write in "leet")
developer 1
bind mwheelup ap
bind mwheeldown an
alias an a2
alias ap a4
alias a1 "alias an a2; alias ap a4; slot1; echo Weapon 1 selected"
alias a2 "alias an a3; alias ap a1; slot2; echo Weapon 2 selected"
alias a3 "alias an a4; alias ap a2; slot3; echo Weapon 3 selected"
alias a4 "alias an a1; alias ap a3; slot4; echo Weapon 4 selected"
bind 1 a1
bind 2 a2
bind 3 a3
bind 4 a4
There are ways to stop XP from screwing the mouse filter up, one is to disable the misleading "enhance pointer precision" option in the mouse settings... The other is to go on to <a href='http://www.tweakxp.com/' target='_blank'>tweakxp.com</a> and find the registry value that disables the pointer acceleration option.
developer 1
bind mwheelup ap
bind mwheeldown an
alias an a2
alias ap a4
alias a1 "alias an a2; alias ap a4; slot1; echo Weapon 1 selected"
alias a2 "alias an a3; alias ap a1; slot2; echo Weapon 2 selected"
alias a3 "alias an a4; alias ap a2; slot3; echo Weapon 3 selected"
alias a4 "alias an a1; alias ap a3; slot4; echo Weapon 4 selected"
bind 1 a1
bind 2 a2
bind 3 a3
bind 4 a4 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Thanks! Works very well!
Just one thing, is it possible to know wich ability is selected for the skulk?
Cause when you switch, the skulks "weapon" doesn't change visually. Your only indication of what you have currently selected is the little text in the upper-left corner.
So, is there a way to have the "weapon icons" appear or something?
Thanks again!
developer 1
bind mwheelup ap
bind mwheeldown an
alias an a2
alias ap a4
alias a1 "alias an a2; alias ap a4; slot1; echo Weapon 1 selected"
alias a2 "alias an a3; alias ap a1; slot2; echo Weapon 2 selected"
alias a3 "alias an a4; alias ap a2; slot3; echo Weapon 3 selected"
alias a4 "alias an a1; alias ap a3; slot4; echo Weapon 4 selected"
bind 1 a1
bind 2 a2
bind 3 a3
bind 4 a4 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thanks! Works very well!
Just one thing, is it possible to know wich ability is selected for the skulk?
Cause when you switch, the skulks "weapon" doesn't change visually. Your only indication of what you have currently selected is the little text in the upper-left corner.
So, is there a way to have the "weapon icons" appear or something?
Thanks again! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Turn developer mode on. You'll see "Weapon 1 selected", "Weapon 2 selected" ... in the upper left corner of your screen.
Is there ever a case where someone wouldn't want to set fps_max to 99?
I'm just curious. I haven't even altered mine and my comptuer seems to be stuck at no more than 30. Maybe that's a default, maybe it's my card. Either way, since I have been considering doing some tweaks to the video I figured I'd ask those who know more.
Also the other command for supposedly bringing the graphics detail up to it's highest level; Does that work as well. I'm currently running a Radeon 7500 AIW with it's internal graphics detail turned up to the Highest Detail with 4x Anti Aliasing. The game looks fine now but I was curious what some of these other commands will do.
Your friendly neighborhood Heresy_Fnord
It does make all textures slightly brighter by 'shifting' all collors towards white by one bit (or 2 if you use gl_overbright 2).
This causes any colors that are already nearly white to become fully white, giving some textures a washed out 'over exposed' look. It may be to much depending on the map (light or dark map), but you may find it usefull if things are to dark for your taste.
And dont laugh
hehe
I cant freckin see more than 30 pics a sec anyway now can I ?
No point in having 142 FPS when theres no difference from 25 =)
And yes, I know im totally un-leet
hehe
switches on trilinear interpolation. bilinear interpolation is the default. trilinear interpolation is just bilinear interpolation with gradual instead of sudden mip-mapping.
there's also a secret trick to getting 32bit rendering in Half-Life. many people think Half-Life is crap coz they think it can only do bilinear interpolation and 16bit rendering but they don't know that there are those secret tricks that turn on the trilinear interpolation and the 32bit rendering. there may also be some secret trick to get Half-Life to get rid of those godawful disgusting checkerboard dithered 8 bit skyboxes and use the smooth truecolor 24bit ones instead but nobody has discovered it yet apparently.
And dont laugh
hehe
I cant freckin see more than 30 pics a sec anyway now can I ?
No point in having 142 FPS when theres no difference from 25 =)
And yes, I know im totally un-leet
hehe <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
you set your fps_max to 30? oh how nice. by the way, do you by any chance have an Ati Radeon 9700 Pro? coz if you do i am going to grab you by the hair and spank your face with a stick that has an axe head on the end of it which is wrapped in barbed wire and been dipped in battery acid and toilet water and lemonade and lava, that's all. so do you? just wondering.
Nope
I have a GeForce 2 MX200
Gotta upgrade soon though =)
But I will NEVER change my fps_max !
MWAHAHAHAHAHAHA !
I'll prolly start some antialiasing and such though...
I have Geforce3 Ti500
HELP ME