bind "k" kill
//Autokill
bind "p" screenshotjpeg
//Screenshot
bind "u" +button2
//Use item
cl_maxpackets "min 0, max 125" (125)
//Set the maximum amount of packets that get sent to the server, per sec;
cl_nodelta "0"
cl_packetdup "min 0, max 5" (1)
//Enable retransmission of lost packets. The number corresponds to how many times the packet is resent;
cl_timenudge "min -50, max 200" (0)
//Set to a negative value to instruct the game engine to remove interpolation time window, in effect allowing you to see your enemies' movement updates quicker (in multiplayer). Set to a positive value to simulate additional network delay;
rate "min 0, max 25000" (25000)
//Set maximum bytes per second sent through your modem;
snaps "min 10, max 40" (from 25 to 40)
//The amount of world updates you receive from the server;
com_maxFPS "min 0, max 125" (125)
//Set the maximum frames per second rate in game;
com_blood "0 - 1" (0)
//Enable blood and guts in game;
cg_cmdtimenudge "min 0(ms), max 500(ms)"
//Number of milliseconds for the server to "nudge" the time of your instant-hit attacks. For example, if you feel that the server overcompensates for your ping, you might try increasing this setting.
cg_autoswitch "0 - 1" (0)
//Enable automatic switch to the weapon when the player has picked it up;
cg_brassTime "min 0, max 5000" (0)
//How long weapon effects (such as ejecting brass) are rendered. Setting to 0 disables this effect entirely;
cg_centertime "1"
cg_crosshairsize"min 0, max 48" (15)
//Set the size of the crosshair;
cg_deferplayers "1"
//Enable to load up new player models only when the player looks at the score board, or after death;
cg_delag "min 1, max 31" (1)
//Compensate for network lag when using instant-hit weapons. 1 - everything, 2 - shotgun, 4 - machinegun, 8 - lightning gun, 16 - railgun. To combine, add the values together;
cg_drawFps "0 - 1" (1)
//Display the current frames-per-second rate;
cg_drawGun "0 - 1" (1)
//Display the 3D image of the gun that is currently in use;
cg_drawRewards "0 - 1" (0)
//Display reward points earned, such as after a kill or a flag capture;
cg_drawtimer "0 - 1"(1)
//Display the game counter, in minutes:seconds format;
cg_forceModel "0 - 1" (1)
//Force all players to be rendered with the same model as yours(sarge is the best model);
cg_fov "min 10, max 200" (from 110 to 130)
//Set the field of view. Smaller values result in narrower view, larger values result in wider view;
cg_marks "0 - 1" (0)
//Display marks from weapons on walls, floor;
cg_noProjectileTrail "1"
//Display trail after the weapon shoots; smoke with rocket launcher, straight line with railgun, etc.;
cg_railTrailTime "min 0, max 1000" (800)
//Set the time to display the trailing line behind a rail shot;
cg_shadows "0 - 1 - 2 - 3" (1)
//Display shadows of the players. 0 - disable, 1 - light, 2 - medium, 3 - dark;
cg_smoothclients "1"
cg_simpleitems "0 - 1 - 2" (1)
//Configure display of game items. 0 - 3D items, 1 - simple items, 2 - non-floating simple items;
cg_trueLightning "1"
//Display lightning gun's beam according to how server sees it. If disabled, display the beam according to how client (you) sees it;
r_dynamicLight "1"
//Enable dynamic lighting (alternative dynamic method of rendering lights);
r_detailtextures "0 - 1" (0)
//Enable use of detailed textures. 0 - every stage of a shader is rendered except those with the keyword "detail". 1 - detail stages are also rendered, enhancing the texture's visual quality when viewed close up;
r_ext_texture_filter_anisotropic "0"
//Enable anisotropic texture filter;
r_texturebits "0 - 16 - 32"
//Set texture color depth in bits;
r_depthbits "0 - 16 - 24"
//Set the accuracy of the values stored in the Z-buffer table. Z-buffer is used for determining which of the overlapping objects is visible;
r_fastsky "0 - 1" (1)
//Do not render sky (clouds, stars, etc). Note: by default, pressing Ctrl toggles this setting;
r_drawSun "0"
//Enable rendering of sunlight in addition to other lighting effects;
r_railWidth "min 0, max 64" (0)
//Set the width of the railgun's trail core;
r_railCoreWidth "min 0, max 64" (10)
//Set the size of the railgun's trail core;
r_railSegmentLength "min 0, max 128" (0)
Set the distance between railgun's "sun bursts";
r_picmip "0 - 10" (2 - 3)
//Set maximum texture size. 0 - better quality, 10 - smaller size;
r_vertexlight "0 - 1" (1)
//Enable vertex lighting. Removes lightmaps, forces every shader to only use a single rendering pass, no layered transparancy, environment mapping, world lighting is completely static, and there is no dynamic lighting when in vertex lighting mode;
sensitivity "min 0.1, max 30" (2, but it depends on the mouse)
//Set the mouse sensitivity;
*the numbers in white are the recommended values
//Autokill
bind "p" screenshotjpeg
//Screenshot
bind "u" +button2
//Use item
cl_maxpackets "min 0, max 125" (125)
//Set the maximum amount of packets that get sent to the server, per sec;
cl_nodelta "0"
cl_packetdup "min 0, max 5" (1)
//Enable retransmission of lost packets. The number corresponds to how many times the packet is resent;
cl_timenudge "min -50, max 200" (0)
//Set to a negative value to instruct the game engine to remove interpolation time window, in effect allowing you to see your enemies' movement updates quicker (in multiplayer). Set to a positive value to simulate additional network delay;
rate "min 0, max 25000" (25000)
//Set maximum bytes per second sent through your modem;
snaps "min 10, max 40" (from 25 to 40)
//The amount of world updates you receive from the server;
com_maxFPS "min 0, max 125" (125)
//Set the maximum frames per second rate in game;
com_blood "0 - 1" (0)
//Enable blood and guts in game;
cg_cmdtimenudge "min 0(ms), max 500(ms)"
//Number of milliseconds for the server to "nudge" the time of your instant-hit attacks. For example, if you feel that the server overcompensates for your ping, you might try increasing this setting.
cg_autoswitch "0 - 1" (0)
//Enable automatic switch to the weapon when the player has picked it up;
cg_brassTime "min 0, max 5000" (0)
//How long weapon effects (such as ejecting brass) are rendered. Setting to 0 disables this effect entirely;
cg_centertime "1"
cg_crosshairsize"min 0, max 48" (15)
//Set the size of the crosshair;
cg_deferplayers "1"
//Enable to load up new player models only when the player looks at the score board, or after death;
cg_delag "min 1, max 31" (1)
//Compensate for network lag when using instant-hit weapons. 1 - everything, 2 - shotgun, 4 - machinegun, 8 - lightning gun, 16 - railgun. To combine, add the values together;
cg_drawFps "0 - 1" (1)
//Display the current frames-per-second rate;
cg_drawGun "0 - 1" (1)
//Display the 3D image of the gun that is currently in use;
cg_drawRewards "0 - 1" (0)
//Display reward points earned, such as after a kill or a flag capture;
cg_drawtimer "0 - 1"(1)
//Display the game counter, in minutes:seconds format;
cg_forceModel "0 - 1" (1)
//Force all players to be rendered with the same model as yours(sarge is the best model);
cg_fov "min 10, max 200" (from 110 to 130)
//Set the field of view. Smaller values result in narrower view, larger values result in wider view;
cg_marks "0 - 1" (0)
//Display marks from weapons on walls, floor;
cg_noProjectileTrail "1"
//Display trail after the weapon shoots; smoke with rocket launcher, straight line with railgun, etc.;
cg_railTrailTime "min 0, max 1000" (800)
//Set the time to display the trailing line behind a rail shot;
cg_shadows "0 - 1 - 2 - 3" (1)
//Display shadows of the players. 0 - disable, 1 - light, 2 - medium, 3 - dark;
cg_smoothclients "1"
cg_simpleitems "0 - 1 - 2" (1)
//Configure display of game items. 0 - 3D items, 1 - simple items, 2 - non-floating simple items;
cg_trueLightning "1"
//Display lightning gun's beam according to how server sees it. If disabled, display the beam according to how client (you) sees it;
r_dynamicLight "1"
//Enable dynamic lighting (alternative dynamic method of rendering lights);
r_detailtextures "0 - 1" (0)
//Enable use of detailed textures. 0 - every stage of a shader is rendered except those with the keyword "detail". 1 - detail stages are also rendered, enhancing the texture's visual quality when viewed close up;
r_ext_texture_filter_anisotropic "0"
//Enable anisotropic texture filter;
r_texturebits "0 - 16 - 32"
//Set texture color depth in bits;
r_depthbits "0 - 16 - 24"
//Set the accuracy of the values stored in the Z-buffer table. Z-buffer is used for determining which of the overlapping objects is visible;
r_fastsky "0 - 1" (1)
//Do not render sky (clouds, stars, etc). Note: by default, pressing Ctrl toggles this setting;
r_drawSun "0"
//Enable rendering of sunlight in addition to other lighting effects;
r_railWidth "min 0, max 64" (0)
//Set the width of the railgun's trail core;
r_railCoreWidth "min 0, max 64" (10)
//Set the size of the railgun's trail core;
r_railSegmentLength "min 0, max 128" (0)
Set the distance between railgun's "sun bursts";
r_picmip "0 - 10" (2 - 3)
//Set maximum texture size. 0 - better quality, 10 - smaller size;
r_vertexlight "0 - 1" (1)
//Enable vertex lighting. Removes lightmaps, forces every shader to only use a single rendering pass, no layered transparancy, environment mapping, world lighting is completely static, and there is no dynamic lighting when in vertex lighting mode;
sensitivity "min 0.1, max 30" (2, but it depends on the mouse)
//Set the mouse sensitivity;
*the numbers in white are the recommended values