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CONFIG - Quake 1 (2021 Rerelease)

Sep 17th, 2021 (edited)
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  1. //====================================================================================================================================
  2.  
  3. /////////////////////////////////////////
  4. // m00kz Quake Enhanced Edition config //
  5. /////////////////////////////////////////
  6. // Feel free to tweak / copy commands from this CFG to fit your needs.
  7. //
  8. ////////////////
  9. // HOW TO USE //
  10. ////////////////
  11. // - Put this text file in C:\Program Files\Steam\steamapps\common\Quake\rerelease and save as "AUTOEXEC.cfg"
  12. // - In Steam, right click Quake > Properties > General > and add "+exec AUTOEXEC.cfg" without quotes to launch options
  13. // - Launch the game. The config should now be applied.
  14. //
  15. //////////////
  16. // CONTROLS //
  17. //////////////
  18. // Nail weapons UP MOUSE WHEEL
  19. // Explosive weapons MIDDLE CLICK
  20. // Shell weapons DOWN MOUSE WHEEL
  21. // Cell weapons BACK MOUSE BUTTON
  22. // Melee weapons FORWARD MOUSE BUTTON
  23. // Cycle mission pack weapon sets "[" and "]" (For SOA or DOE weapon sets! Selection displayed in console. Defaults to standard.)
  24. // Hold Zoom RIGHT CLICK
  25. // Hold Crouch LEFT ALT
  26. // Fullbright toggle E
  27. // Cycle HUDs "-" and "="
  28. // Clear command console DELETE
  29. // Commit Sudoku END
  30. //
  31. ///////////
  32. // NOTES //
  33. ///////////
  34. // Make sure to use the correct weapon sets for mission packs.
  35. // Switching to weapons that don't exist will cause an error popup (not a crash, clicking "Continue" will resume the game).
  36. //
  37.  
  38. //====================================================================================================================================
  39. //////////////////
  40. //INITIALIZATION//
  41. //////////////////
  42.  
  43. //Set which graphics driver API to use
  44. seta r_rhirenderfamily "vulkan"; //Selects Vulcan rendering
  45. //seta r_rhirenderfamily "d3d11"; //Selects D3D rendering
  46.  
  47. //Remove visual junk
  48. con_showfps 1; //(1) - Displays current FPS
  49. con_fontsize 28; //(14) - Sets size of console font (requires restart)
  50. con_scrollamount 3; //(1) - Sets the number of lines to scroll in console
  51. cl_engineFPS 0; //(60) - Frames per second the renderer runs at
  52. cl_engineHZ 60; //(60) - Frames per second to run the game logic at
  53. cl_engineNoSleep 1; //(0) - Don't sleep if the game is running too fast
  54. g_showintromovie 0; //(0) - Play intro movies on startup
  55. r_gpuCulling 0; //(1) - Enables compute shader to backface cull triangles in world (better performance in Dimension of the Machine)
  56. scr_polyblend 0; //(1) - Enables screen flashes (powerups, damage, pickups, etc)
  57. r_crtmode 0; //(0) - Enables CRT emulation (Quake 64 only)
  58. r_wateralpha 0.2; //(0.7) - Sets alpha for all water surfaces
  59. r_telealpha 0.2; //(0.96) - Sets alpha for all teleport surfaces
  60. r_slimealpha 0.33; //(0.7) - Sets alpha for all slime surfaces
  61. r_lavaalpha 0.33; //(0.666) - Sets alpha for all lava surfaces
  62. v_kicktime 0; //(0.5) -
  63. v_kickroll 0; //(0.6) -
  64. v_kickpitch 0; //(0.6) -
  65. v_iyaw_cycle 0; //(2.0) -
  66. v_iroll_cycle 0; //(0.5) -
  67. v_ipitch_cycle 0; //(1.0) -
  68. v_iyaw_level 0; //(0.3) -
  69. v_iroll_level 0; //(0.1) -
  70. v_ipitch_level 0; //(0.3) -
  71. v_idlescale 0; //(0.0) -
  72. v_centermove 0.15; //(0.15) -
  73. v_centerspeed 500; //(500.0) -
  74. cl_skipViewBob 0; //(0) - 1 = Skip View Bob
  75. cl_rollspeed 200; //(200.0) -
  76. cl_rollangle 0; //(2.0) -
  77. cl_bob 0; //(0.02) -
  78. cl_bobcycle 0.6; //(0.6) -
  79. cl_bobup 0; //(0.5) -
  80. scr_printspeed 32 //(8) -
  81.  
  82. //Render settings
  83. //r_nolerp_list 0; //(progs/flame.mdl,progs/flame1.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h1stuff/newfire.mdl) - Filter list that excludes any entities matching the specified model to not perform any animation interpolation
  84. //r_aofullres 0; //(0) - Sets AO full resolution
  85. //r_aoradius 0; //(8.0) - Sets AO radius
  86. //r_aodepthbias 0; //(4.0) - Sets AO depth bias
  87. //r_aointensity 0; //(4.0) - Sets AO intensity
  88. //r_aominradius 0; //(1.0) - Sets AO min radius
  89. //r_aomaxradiusshrink 0; //(0.15) - Sets AO max radius shrink
  90. //r_aoblurprecision 0; //(150.0) - Sets AO blur precision factor. Used to fix halo artifacts
  91. //r_showoverdraw 0; //(0) - Display tile lighting overdraw - blue indicates good, red indicates bad 0; //(debugging)
  92. //r_shownormals 0; //(0) - Display surface normals 0; //(debugging)
  93. //r_drawViewModel 0; //(1) - Draw View Model
  94. //r_enablefog 0; //(1) - Enables fog
  95. //r_showtris 0; //(0) - Render geometry as wireframe 0; //(debugging)
  96. //r_clear 0; //(0) - Force Clear Screen Every Frame
  97. //r_drawEntities 0; //(1) - Draw Entities In The World
  98. //r_md5models 0; //(1) - Render MD5 models instead of alias models 0; //(if available)
  99. r_renderWaterViewFX 0; //(1) - 1 = Draw Water View FX When In Water
  100. //r_subdivide_size 0; //(118) -
  101. //r_squareparticles 0; //(1) - Particles are displayed as solid quads 0; //(Quake64)
  102. //r_partdepthbias 0; //(-0.0001) - Sets a depth bias for particles
  103. //r_partslopebias 0; //(-4.0) - Sets a slope bias for particles
  104. //r_dofBlurRange 0; //(0.0) - Sets DOF blur range 0; //(debugging)
  105. //r_dofFocusDistance 0; //(0.0) - Sets DOF focus distance 0; //(debugging)
  106. //r_dofFocusRange 0; //(0.0) - Sets DOF focus range 0; //(debugging)
  107. r_dof 0; //(0) - Enables depth of field
  108. //r_brightness 0; //(0.0) - Applies overall display brightness
  109. //r_crtmode 0; //(0) - Enables CRT emulation 0; //(Quake 64 only)
  110. //r_shadows 0; //(1) - Enables shadow mapping
  111. //r_showshadowatlas 0; //(0) - Displays the shadow map atlas 0; //(debugging)
  112. //r_noEntityCastShadowList 0; //(progs/missile.mdl,progs/flame.mdl,progs/flame1.mdl,progs/lavaball.mdl,progs/grenade.mdl,progs/spike.mdl,progs/s_spike.mdl,progs/laser.mdl,progs/lspike.mdl,progs/candle.mdl) - Filter list that excludes any entities matching the specified model to not cast shadows
  113. //r_fullbright 0; //(0) - Disables lightmaps
  114. //r_monochromelightmaps 0; //(0) - If enabled, lightmaps will display as grayscale
  115. //r_brushmodeldepthbias 0; //(-1e-06) - Sets a depth bias for brush models
  116. //r_brushmodelslopebias 0; //(0.5) - Sets a slope bias for brush models
  117. //r_previewlightmap 0; //(-1) - Display lightmap texture 0; //(num = which page to display) 0; //(debugging)
  118. //r_oitWeight 0; //(10000.0) - Sets the weight value for OIT blending
  119. //r_oitClamp 0; //(3000.0) - Sets weight clamp value for OIT blending
  120. //r_gpuCulling 0; //(1) - Enables compute shader to backface cull triangles in world
  121. //r_wateralpha 0; //(0.7) - Sets alpha for all water surfaces
  122. //r_telealpha 0; //(0.96) - Sets alpha for all teleport surfaces
  123. //r_slimealpha 0; //(0.7) - Sets alpha for all slime surfaces
  124. //r_lavaalpha 0; //(0.666) - Sets alpha for all lava surfaces
  125. //r_notextures 0; //(0) - Disables texture mapping
  126. //r_generateMipMapsRunTime 0; //(1) - Generate mip maps at runtime instead of loading from BSP 0; //(requires level restart)
  127. //r_textureMode 0; //(nearest_mipmap_nearest) - Sets texture mode
  128. //r_computenormals 0; //(1) - Compute vertex normals at runtime instead of using a pre-defined table
  129. //r_subdivide_size 0; //(64) - Sets subvided size for sky and water surfaces
  130. r_antialiasing 0; //(1) - Sets a antialiasing mode
  131. //r_ambientOcclusion 0; //(0) - Enables ambient occlusion
  132. //r_visualizeAO 0; //(0) - Show ambient occlusion results 0; //(debugging)
  133. r_bloom 0; //(0) - Enables bloom
  134. r_motionBlur 0; //(0) - Enables motion blur
  135. //r_fontHinting 0; //(0) - Font hinting mode 0; //(Requires restart) 0; //(0 = normal, 1 = light, 1 = monochrome, -1 = none)
  136.  
  137. //Movement
  138. cl_upspeed 400; //(200.0) -
  139. cl_forwardspeed 400; //(400.0) -
  140. cl_backspeed 400; //(200.0) -
  141. cl_sidespeed 400; //(350.0)
  142.  
  143. //Interpolation
  144. cl_interpolation 1; //(1) - Enables interpolation (for high FPS and 144hz users)
  145. cl_movelerping 1; //(1) - If enabled, interpolates move stepping for certain entities
  146. cl_animlerping 1; //(1) - If enabled, interpolates alias model animations
  147.  
  148. //Add Mods
  149. //ui_addonsBaseURL https://d13lkw7j6mfai6.cloudfront.net/; //Base URL for the addons directory
  150. ui_addonsBaseURL https://q1-rerelease-addons.herokuapp.com/; //Clan Arena addon
  151.  
  152. //Settings
  153. d3d11_noAltEnter 0; //(1) - Prevent DXGI from responding to an alt-enter sequence (requires restart)
  154.  
  155. //Forced values
  156. alias fixLiquidAlphas "r_renderWaterViewFX 0; r_wateralpha 0.2; r_telealpha 0.2; r_slimealpha 0.33; r_lavaalpha 0.33;";
  157.  
  158. //Launch with default states
  159. crouch0; //Crouch
  160. zoom0; //Zoom
  161. visorMode0; //Visor mode
  162. noTextures0; //NoTextures
  163. weapons1; //Weapon set
  164. defaultHud; //HUD
  165. hudLayout1; //HUD Layout
  166.  
  167. //====================================================================================================================================
  168. ////////////////
  169. //MNK BINDINGS//
  170. ////////////////
  171.  
  172. //FIX ALPHAS
  173. unbindkey w;
  174. bind w fixLiquidAlphas;
  175. bind w *in_forward;
  176. unbindkey s;
  177. bind s fixLiquidAlphas;
  178. bind s *in_back;
  179. unbindkey a;
  180. bind a fixLiquidAlphas;
  181. bind a *in_moveleft;
  182. unbindkey d;
  183. bind d fixLiquidAlphas;
  184. bind d *in_moveright;
  185.  
  186. //FIX AUTO WEAPON Switching
  187. unbindkey mouse_left
  188. //bind mouse_left fixAutoWeaponSwitch;
  189. bind mouse_left *in_attack;
  190.  
  191. //Cycle through weapons: Nailguns
  192. unbindkey mouse_wheel_up;
  193. bind mouse_wheel_up resetWeaponStates;
  194. //bind mouse_wheel_up quickswitch_right;
  195. bind mouse_wheel_up NG;
  196.  
  197. //Cycle through weapons: Shotguns
  198. unbindkey mouse_wheel_down;
  199. bind mouse_wheel_down resetWeaponStates;
  200. //bind mouse_wheel_down quickswitch_up;
  201. bind mouse_wheel_down SG;
  202.  
  203. //Cycle through weapons: Explosives
  204. unbindkey mouse_middle;
  205. bind mouse_middle resetWeaponStates;
  206. //bind mouse_middle quickswitch_down;
  207. bind mouse_middle RL;
  208.  
  209. //Cycle through weapons: Energy Gun
  210. unbindkey mouse_misc1;
  211. bind mouse_misc1 resetWeaponStates;
  212. //bind mouse_misc1 quickswitch_left;
  213. bind mouse_misc1 LG;
  214.  
  215. //Cycle through weapons: Melee
  216. unbindkey mouse_misc2;
  217. bind mouse_misc2 resetWeaponStates;
  218. bind mouse_misc2 AX;
  219.  
  220. //Cycle: weapon sets (Wrong selection may throw error)
  221. unbindkey left_brack;
  222. bind left_brack cycleWeaponSetPrev;
  223. unbindkey right_brack;
  224. bind right_brack cycleWeaponSetNext;
  225.  
  226. //Zoom
  227. unbindkey mouse_right;
  228. //bind mouse_right toggleZoom;
  229. bind mouse_right "bind mouse_right "+holdZoom";unbind mouse_right "-holdZoom"";
  230.  
  231. //Crouch
  232. unbindkey lalt;
  233. //bind lalt toggleWalk;
  234. //bind lalt "bind lalt "+holdWalk";unbind lalt "-holdWalk"";
  235. //bind lalt toggleCrouch;
  236. bind lalt "bind lalt "+holdCrouch";unbind lalt "-holdCrouch"";
  237.  
  238. //Visor
  239. unbindkey e;
  240. bind e toggleVisorMode;
  241. //bind e "bind e "+holdFullBright";unbind e "-holdFullBright"";
  242.  
  243. //Cycle: HUD layouts
  244. unbindkey minus;
  245. bind minus cycleHudPrev;
  246. unbindkey equals;
  247. bind equals cycleHudNext;
  248.  
  249. //Add an inventory screen to scoreboard
  250. unbindkey tab;
  251. bind tab "*showscores";
  252. bind tab "bind tab "+holdShowAmmo";unbind tab "-holdShowAmmo"";
  253.  
  254. //Commit sudoku
  255. unbindkey end;
  256. bind end kill;
  257.  
  258. //Clear console
  259. unbindkey delete;
  260. bind delete clear;
  261.  
  262. //Load testing arena
  263. unbindkey m;
  264. bind m "game hipnotic; deathmatch 1; map hipend;";
  265. unbindkey n;
  266. bind n "sv_cheats 1; god; impulse 9;";
  267.  
  268. //Reload this autoexec.cfg file
  269. //unbindkey home; //crashes
  270. bind home "exec autoexec.cfg";
  271.  
  272. //====================================================================================================================================
  273. ///////////////////////
  274. //CONTROLLER BINDINGS//
  275. ///////////////////////
  276.  
  277. //A
  278. unbindkey joy_0;
  279. bind joy_0 "*menu_select";
  280. bind joy_0 "SG";
  281.  
  282. //B
  283. unbindkey joy_1;
  284. bind joy_1 "*menu_back";
  285. bind joy_1 "LG";
  286.  
  287. //X
  288. unbindkey joy_2;
  289. bind joy_2 "*menu_subaction2";
  290. bind joy_2 "NG";
  291.  
  292. //Y
  293. unbindkey joy_3;
  294. bind joy_3 "*menu_subaction";
  295. bind joy_3 "RL";
  296.  
  297. //BACK
  298. unbindkey joy_4;
  299. bind joy_4 "*showscores";
  300. bind joy_4 "bind joy_4 "+holdShowAmmo";unbind joy_4` "-holdShowAmmo"";
  301.  
  302. //?
  303. unbindkey joy_5;
  304. //bind joy_5 "";
  305.  
  306. //START
  307. unbindkey joy_6;
  308. bind joy_6 "*menu_activate";
  309.  
  310. //STICK LEFT
  311. unbindkey joy_7;
  312. bind joy_7 "*in_speed";
  313. bind joy_7 "bind joy_7 "+holdCrouch";unbind joy_7 "-holdCrouch"";
  314.  
  315. //STICK RIGHT
  316. unbindkey joy_8;
  317. bind joy_8 "toggleJoyZoom";
  318.  
  319. //BUMPER LEFT
  320. unbindkey joy_9;
  321. bind joy_9 "*menu_quickload";
  322. bind joy_9 "*in_jump";
  323. bind joy_9 "*in_up";
  324.  
  325. //BUMPER RIGHT
  326. unbindkey joy_10;
  327. bind joy_10 "*menu_quicksave";
  328. bind joy_10 "resetWeaponStates";
  329. bind joy_10 "*weaponwheel";
  330.  
  331. //DPAD UP
  332. unbindkey joy_11;
  333. //bind joy_11 "quickswitch_up";
  334. bind joy_11 "*menu_up";
  335. bind joy_11 "toggleVisorMode";
  336.  
  337. //DPAD DOWN
  338. unbindkey joy_12;
  339. //bind joy_12 "quickswitch_down";
  340. bind joy_12 "*menu_down";
  341. bind joy_12 "impulse 10";
  342.  
  343. //DPAD LEFT
  344. unbindkey joy_13;
  345. //bind joy_13 "quickswitch_left";
  346. bind joy_13 "*menu_left";
  347. bind joy_13 "impulse 12";
  348.  
  349. //DPAD RIGHT
  350. unbindkey joy_14;
  351. //bind joy_14 "quickswitch_right";
  352. bind joy_14 "*menu_right";
  353. bind joy_14 "AX";
  354.  
  355. //TRIGGER LEFT
  356. unbindkey joy_15;
  357. bind joy_15 "bind joy_15 "+holdJoyZoom";unbind joy_15 "-holdJoyZoom"";
  358.  
  359. //TRIGGER RIGHT
  360. unbindkey joy_16;
  361. bind joy_16 "*in_attack";
  362.  
  363. //?
  364. unbindkey joy_17;
  365. bind joy_17 "*showscores";
  366.  
  367. //====================================================================================================================================
  368. /////////////////////
  369. //CUSTOMIZE NEW HUD//
  370. /////////////////////
  371.  
  372. //Custom Huds
  373. alias hudLayout0 "hudLayout0Ammo; hudLayout0Health; hudLayout0Armor; hudLayout0Keys";
  374. alias hudLayout1 "hudLayout1Ammo; hudLayout1Health; hudLayout1Armor; hudLayout1Keys";
  375. alias hudLayout2 "hudLayout2Ammo; hudLayout2Health; hudLayout2Armor; hudLayout2Keys";
  376.  
  377. //Default
  378. alias hudLayout0Ammo "cl_hdhud_ammo_x 44; cl_hdhud_ammo_y 34; cl_hdhud_ammo_num_x 132; cl_hdhud_ammo_num_y 34; cl_hdhud_ammo_alignment 1; cl_hdhud_ammonum_alignment 1;";
  379. alias hudLayout0Health "cl_hdhud_face_x 20; cl_hdhud_face_y 34; cl_hdhud_health_num_x 50; cl_hdhud_health_num_y 34; cl_hdhud_face_alignment -1; cl_hdhud_healthnum_alignment -1;";
  380. alias hudLayout0Armor "cl_hdhud_armor_x 20; cl_hdhud_armor_y 58; cl_hdhud_armor_num_x 50; cl_hdhud_armor_num_y 58; cl_hdhud_armor_alignment -1; cl_hdhud_armornum_alignment -1;";
  381. alias hudLayout0Keys "cl_hdhud_key_x 132; cl_hdhud_key_y 34;";
  382.  
  383. //Bottom Right
  384. alias hudLayout1Ammo "cl_hdhud_ammo_x 150; cl_hdhud_ammo_y 54; cl_hdhud_ammo_num_x 225; cl_hdhud_ammo_num_y 54; cl_hdhud_ammo_alignment 1; cl_hdhud_ammonum_alignment 1;";
  385. alias hudLayout1Health "cl_hdhud_face_x 150; cl_hdhud_face_y 30; cl_hdhud_health_num_x 225; cl_hdhud_health_num_y 30; cl_hdhud_face_alignment 1; cl_hdhud_healthnum_alignment 1;";
  386. alias hudLayout1Armor "cl_hdhud_armor_x 127; cl_hdhud_armor_y 30; cl_hdhud_armor_num_x 102; cl_hdhud_armor_num_y 30; cl_hdhud_armor_alignment 1; cl_hdhud_armornum_alignment 1;";
  387. alias hudLayout1Keys "cl_hdhud_key_x 127; cl_hdhud_key_y 46;";
  388.  
  389. //Bottom Middle
  390. alias hudLayout2Ammo "cl_hdhud_ammo_x 12; cl_hdhud_ammo_y 28; cl_hdhud_ammo_num_x 32; cl_hdhud_ammo_num_y 26; cl_hdhud_ammo_alignment 0; cl_hdhud_ammonum_alignment 0;";
  391. alias hudLayout2Health "cl_hdhud_face_x -12; cl_hdhud_face_y 28; cl_hdhud_health_num_x -36; cl_hdhud_health_num_y 49; cl_hdhud_face_alignment 0; cl_hdhud_healthnum_alignment 0;";
  392. alias hudLayout2Armor "cl_hdhud_armor_x -36; cl_hdhud_armor_y 28; cl_hdhud_armor_num_x -107; cl_hdhud_armor_num_y 26; cl_hdhud_armor_alignment 0; cl_hdhud_armornum_alignment 0;";
  393. alias hudLayout2Keys "cl_hdhud_key_x 231; cl_hdhud_key_y 44;";
  394.  
  395. //crosshair center
  396. cl_crossx -7;
  397. cl_crossy -7;
  398.  
  399. //====================================================================================================================================
  400. /////////////////
  401. //HUD SELECTION//
  402. /////////////////
  403.  
  404. //default HUD state
  405. alias defaultHud "cl_hud 1; hud1;";
  406.  
  407. //hudToggle
  408. alias hud0 "alias hudPrev "cl_hud 3";alias hudCurr "cl_hud 0";alias hudNext "cl_hud 1"";
  409. alias hud1 "alias hudPrev "cl_hud 0";alias hudCurr "cl_hud 1";alias hudNext "cl_hud 2"";
  410. alias hud2 "alias hudPrev "cl_hud 1";alias hudCurr "cl_hud 2";alias hudNext "cl_hud 3"";
  411. alias hud3 "alias hudPrev "cl_hud 2";alias hudCurr "cl_hud 3";alias hudNext "cl_hud 0"";
  412.  
  413. //HUD previous selection
  414. alias cycleHudPrev cycleHudPrev0;
  415. alias cycleHudPrev0 "hudPrev;hud0;alias cycleHudPrev cycleHudPrev3;alias cycleHudNext cycleHudNext1";
  416. alias cycleHudPrev1 "hudPrev;hud1;alias cycleHudPrev cycleHudPrev0;alias cycleHudNext cycleHudNext2";
  417. alias cycleHudPrev2 "hudPrev;hud2;alias cycleHudPrev cycleHudPrev1;alias cycleHudNext cycleHudNext3";
  418. alias cycleHudPrev3 "hudPrev;hud3;alias cycleHudPrev cycleHudPrev2;alias cycleHudNext cycleHudNext0";
  419.  
  420. //HUD next selection
  421. alias cycleHudNext cycleHudNext2;
  422. alias cycleHudNext0 "hudNext;hud0;alias cycleHudPrev cycleHudPrev3;alias cycleHudNext cycleHudNext1";
  423. alias cycleHudNext1 "hudNext;hud1;alias cycleHudPrev cycleHudPrev0;alias cycleHudNext cycleHudNext2";
  424. alias cycleHudNext2 "hudNext;hud2;alias cycleHudPrev cycleHudPrev1;alias cycleHudNext cycleHudNext3";
  425. alias cycleHudNext3 "hudNext;hud3;alias cycleHudPrev cycleHudPrev2;alias cycleHudNext cycleHudNext0";
  426.  
  427. //SHOWAMMO
  428. alias +holdShowAmmo cl_hud 3;
  429. alias -holdShowAmmo hudCurr;
  430.  
  431. //====================================================================================================================================
  432. /////////////////////
  433. //INPUT AND WEAPONS//
  434. /////////////////////
  435.  
  436. //FIX AUTO WEAPON Switching
  437. unbindkey mouse_left
  438. bind mouse_left fixAutoWeaponSwitch;
  439. bind mouse_left *in_attack;
  440.  
  441. //Weapon state reset (in case we want to change up the HUD or anything)
  442. alias resetWeaponStates "zoom0";
  443.  
  444. alias currentWeapon "switchWeapon 0"
  445.  
  446. //Weapon state reset (in case we want to change up the HUD or anything)
  447. alias resetWeaponStates "zoom0";
  448.  
  449. //alias fixAutoWeaponSwitch "currentWeapon"
  450. ////Weapon set: Default
  451. // alias weapons1 "alias SG SG1;alias NG NG1;alias RL RL1;alias LG LG1;alias AX AX1;Weapon_Set_DEAULT";
  452. // alias weapons1Reset "alias SG1 SG11;alias NG1 NG11;alias RL1 RL11;alias LG1 LG11;alias AX1 AX11";
  453. // alias AX1 AX11;
  454. // alias AX11 "switchweapon 7; alias AX1 AX11; alias currentWeapon "switchWeapon 7""; //Axe
  455. // alias SG1 SG11;
  456. // alias SG11 "switchweapon 1; alias SG1 SG12; alias currentWeapon "switchweapon 1;";"; //Super Shotgun / Shotgun
  457. // alias SG12 "switchweapon 0; alias SG1 SG11; alias currentWeapon "switchweapon 0;";"; //Super Shotgun / Shotgun
  458. // alias NG1 NG11;
  459. // alias NG11 "switchweapon 3; alias NG1 NG12; alias currentWeapon "switchweapon 3;";"; //Super Nailgun / Nailgun
  460. // alias NG12 "switchweapon 2; alias NG1 NG11; alias currentWeapon "switchweapon 2;";"; //Super Nailgun / Nailgun
  461. // alias RL1 RL11;
  462. // alias RL11 "switchweapon 5; alias RL1 RL12; alias currentWeapon "switchweapon 5;";"; //Rocket Launcher / Grenade Launcher
  463. // alias RL12 "switchweapon 4; alias RL1 RL11; alias currentWeapon "switchweapon 4;";"; //Rocket Launcher / Grenade Launcher
  464. // alias LG1 LG11;
  465. // alias LG11 "switchweapon 6; alias LG1 LG11; alias currentWeapon "switchweapon 6;";"; //Thunderbolt
  466. //
  467. ////Weapon set: Scourge of Armagon
  468. // alias weapons2 "alias SG SG2;alias NG NG2;alias RL RL2;alias LG LG2;alias AX AX2;Weapon_Set_SCOURGE_OF_ARMAGON";
  469. // alias weapons2Reset "alias SG2 SG21;alias NG2 NG21;alias RL2 RL21;alias LG2 LG21;alias AX2 AX21";
  470. // alias AX2 AX21;
  471. // alias AX21 "weapons2Reset; alias AX2 AX22; switchweapon 8; alias currentWeapon "switchweapon 8;";"; //Axe / Mjolnir
  472. // alias AX22 "weapons2Reset; alias AX2 AX21; switchweapon 10; alias currentWeapon "switchweapon 10;";"; //Axe / Mjolnir
  473. // alias SG2 SG21;
  474. // alias SG21 "weapons2Reset; alias SG2 SG22; switchweapon 1; alias currentWeapon "switchweapon 1;";"; //Super Shotgun / Shotgun
  475. // alias SG22 "weapons2Reset; alias SG2 SG21; switchweapon 0; alias currentWeapon "switchweapon 0;";"; //Super Shotgunw / Shotgun
  476. // alias NG2 NG21;
  477. // alias NG21 "weapons2Reset; alias NG2 NG22; switchweapon 3; alias currentWeapon "switchweapon 3;";"; //Super Nailgun / Nailgun
  478. // alias NG22 "weapons2Reset; alias NG2 NG21; switchweapon 2; alias currentWeapon "switchweapon 2;";"; //Super Nailgun / Nailgun
  479. // alias RL2 RL21;
  480. // alias RL21 "weapons2Reset; alias RL2 RL22; switchweapon 5; alias currentWeapon "switchweapon 5;";"; //Rocket Launcher / Grenade Launcher / Proximity Launcher
  481. // alias RL22 "weapons2Reset; alias RL2 RL23; switchweapon 4; alias currentWeapon "switchweapon 4;";"; //Rocket Launcher / Grenade Launcher / Proximity Launcher
  482. // alias RL23 "weapons2Reset; alias RL2 RL21; switchweapon 9; alias currentWeapon "switchweapon 9;";"; //Rocket Launcher / Grenade Launcher / Proximity Launcher
  483. // alias LG2 LG21;
  484. // alias LG21 "weapons2Reset; alias LG2 LG22; switchweapon 6; alias currentWeapon "switchweapon 6;";"; //Thunderbolt / Laser Rifle
  485. // alias LG22 "weapons2Reset; alias LG2 LG21; switchweapon 7; alias currentWeapon "switchweapon 7;";"; //Thunderbolt / Laser Rifle
  486. //
  487. ////Weapon set: Dissolution of Eternity
  488. // alias weapons3 "alias SG SG3;alias NG NG3;alias RL RL3;alias LG LG3;alias AX AX3;Weapon_Set_DISSOLUTION_OF_ETERNITY";
  489. // alias weapons3Reset "alias SG3 SG31;alias NG3 NG31;alias RL3 RL31;alias LG3 LG31;alias AX3 AX31";
  490. // alias AX3 AX31;
  491. // alias AX31 "weapons3Reset; alias AX3 AX31; switchweapon 12; alias currentWeapon "12";"; //Axe
  492. // alias SG3 SG31;
  493. // alias SG31 "weapons3Reset; alias SG3 SG32; switchweapon 1; alias currentWeapon "1";"; //Super Shotgun / Shotgun
  494. // alias SG32 "weapons3Reset; alias SG3 SG31; switchweapon 0; alias currentWeapon "0";"; //Super Shotgun / Shotgun
  495. // alias NG3 NG31;
  496. // alias NG31 "weapons3Reset; alias NG3 NG32; switchweapon 5; alias currentWeapon "switchweapon 5'";"; //Lava Super Nailgun / Lava Nailgun / Super Nailgun / Nailgun
  497. // alias NG32 "weapons3Reset; alias NG3 NG33; switchweapon 3; alias currentWeapon "switchweapon 3;";"; //Lava Super Nailgun / Lava Nailgun / Super Nailgun / Nailgun
  498. // alias NG33 "weapons3Reset; alias NG3 NG34; switchweapon 4; alias currentWeapon "switchweapon 4;";"; //Lava Super Nailgun / Lava Nailgun / Super Nailgun / Nailgun
  499. // alias NG34 "weapons3Reset; alias NG3 NG31; switchweapon 2; alias currentWeapon "switchweapon 2;";"; //Lava Super Nailgun / Lava Nailgun / Super Nailgun / Nailgun
  500. // alias RL3 RL31;
  501. // alias RL31 "weapons3Reset; alias RL3 RL32; switchweapon 9; alias currentWeapon "switchweapon 9;";"; //Multi Rocket Launcher / Multi Grenade Launcher / Rocket Launcher / Grenade Launcher
  502. // alias RL32 "weapons3Reset; alias RL3 RL33; switchweapon 6; alias currentWeapon "switchweapon 6;";"; //Multi Rocket Launcher / Multi Grenade Launcher / Rocket Launcher / Grenade Launcher
  503. // alias RL33 "weapons3Reset; alias RL3 RL34; switchweapon 8; alias currentWeapon "switchweapon 8;";"; //Multi Rocket Launcher / Multi Grenade Launcher / Rocket Launcher / Grenade Launcher
  504. // alias RL34 "weapons3Reset; alias RL3 RL31; switchweapon 7; alias currentWeapon "switchweapon 7;";"; //Multi Rocket Launcher / Multi Grenade Launcher / Rocket Launcher / Grenade Launcher
  505. // alias LG3 LG31;
  506. // alias LG31 "weapons3Reset; alias LG3 LG32; switchweapon 10; alias currentWeapon "switchweapon 10;";"; //Thunderbolt / Plasma Gun
  507. // alias LG32 "weapons3Reset; alias LG3 LG31; switchweapon 11; alias currentWeapon "switchweapon 11;";"; //Thunderbolt / Plasma Gun
  508.  
  509. //Weapon set: Default
  510. alias weapons1 "alias SG SG1;alias NG NG1;alias RL RL1;alias LG LG1;alias AX AX1;Weapon_Set_DEAULT";
  511. alias AX1 "switchweapon 7"; //Axe
  512. alias SG1 "switchweapon 1 0"; //Super Shotgun / Shotgun
  513. alias NG1 "switchweapon 3 2"; //Super Nailgun / Nailgun
  514. alias RL1 "switchweapon 5 4"; //Rocket Launcher / Grenade Launcher
  515. alias LG1 "switchweapon 6"; //Thunderbolt
  516.  
  517. //Weapon set: Scourge of Armagon
  518. alias weapons2 "alias SG SG2;alias NG NG2;alias RL RL2;alias LG LG2;alias AX AX2;Weapon_Set_SCOURGE_OF_ARMAGON";
  519. alias AX2 "switchweapon 8 10"; //Axe / Mjolnir
  520. alias SG2 "switchweapon 1 0"; //Super Shotgun / Shotgun
  521. alias NG2 "switchweapon 3 2"; //Super Nailgun / Nailgun
  522. alias RL2 "switchweapon 5 4 9"; //Rocket Launcher / Grenade Launcher / Proximity Launcher
  523. alias LG2 "switchweapon 6 7"; //Thunderbolt / Laser Rifle
  524.  
  525. //Weapon set: Dissolution of Eternity
  526. alias weapons3 "alias SG SG3;alias NG NG3;alias RL RL3;alias LG LG3;alias AX AX3;Weapon_Set_DISSOLUTION_OF_ETERNITY";
  527. alias weapons3Reset "alias SG3 SG31;alias NG3 NG31;alias RL3 RL31;alias LG3 LG31;alias AX3 AX31";
  528. alias AX3 AX31;
  529. alias AX31 "weapons3Reset; switchweapon 12"; //Axe
  530. alias SG3 SG31;
  531. alias SG31 "weapons3Reset; switchweapon 1 0"; //Super Shotgun / Shotgun
  532. alias NG3 NG31;
  533. alias NG31 "weapons3Reset; alias NG3 NG32; switchweapon 5 3"; //Lava Super Nailgun / Lava Nailgun / Super Nailgun / Nailgun
  534. alias NG32 "weapons3Reset; alias NG3 NG33; switchweapon 4 2"; //Lava Super Nailgun / Lava Nailgun / Super Nailgun / Nailgun
  535. alias NG33 "weapons3Reset; alias NG3 NG34; switchweapon 3 5"; //Lava Super Nailgun / Lava Nailgun / Super Nailgun / Nailgun
  536. alias NG34 "weapons3Reset; alias NG3 NG31; switchweapon 2 4"; //Lava Super Nailgun / Lava Nailgun / Super Nailgun / Nailgun
  537. alias RL3 RL31;
  538. alias RL31 "weapons3Reset; alias RL3 RL32; switchweapon 9 8"; //Multi Rocket Launcher / Multi Grenade Launcher / Rocket Launcher / Grenade Launcher
  539. alias RL32 "weapons3Reset; alias RL3 RL33; switchweapon 8 9"; //Multi Rocket Launcher / Multi Grenade Launcher / Rocket Launcher / Grenade Launcher
  540. alias RL33 "weapons3Reset; alias RL3 RL34; switchweapon 7 6"; //Multi Rocket Launcher / Multi Grenade Launcher / Rocket Launcher / Grenade Launcher
  541. alias RL34 "weapons3Reset; alias RL3 RL31; switchweapon 6 7"; //Multi Rocket Launcher / Multi Grenade Launcher / Rocket Launcher / Grenade Launcher
  542. alias LG3 LG31;
  543. alias LG31 "weapons3Reset; alias LG3 LG32; switchweapon 10"; //Thunderbolt / Plasma Gun
  544. alias LG32 "weapons3Reset; alias LG3 LG31; switchweapon 11"; //Thunderbolt / Plasma Gun
  545.  
  546. //Weapon set selection
  547. alias weaponSet1 "alias weaponSetPrev weapons3;alias weaponSetCurr weapons1;alias weaponSetNext weapons2";
  548. alias weaponSet2 "alias weaponSetPrev weapons1;alias weaponSetCurr weapons2;alias weaponSetNext weapons3";
  549. alias weaponSet3 "alias weaponSetPrev weapons2;alias weaponSetCurr weapons3;alias weaponSetNext weapons1";
  550.  
  551. //Weapon set: select previous
  552. alias cycleWeaponSetPrev cycleWeaponSetPrev1;
  553. alias cycleWeaponSetPrev1 "weaponSetPrev;weaponSet1;alias cycleWeaponSetPrev cycleWeaponSetPrev3;alias cycleWeaponSetNext cycleWeaponSetNext2";
  554. alias cycleWeaponSetPrev2 "weaponSetPrev;weaponSet2;alias cycleWeaponSetPrev cycleWeaponSetPrev1;alias cycleWeaponSetNext cycleWeaponSetNext3";
  555. alias cycleWeaponSetPrev3 "weaponSetPrev;weaponSet3;alias cycleWeaponSetPrev cycleWeaponSetPrev2;alias cycleWeaponSetNext cycleWeaponSetNext1";
  556.  
  557. //Weapon set: elect next
  558. alias cycleWeaponSetNext cycleWeaponSetNext1;
  559. alias cycleWeaponSetNext1 "weaponSetNext;weaponSet1;alias cycleWeaponSetPrev cycleWeaponSetPrev3;alias cycleWeaponSetNext cycleWeaponSetNext2";
  560. alias cycleWeaponSetNext2 "weaponSetNext;weaponSet2;alias cycleWeaponSetPrev cycleWeaponSetPrev1;alias cycleWeaponSetNext cycleWeaponSetNext3";
  561. alias cycleWeaponSetNext3 "weaponSetNext;weaponSet3;alias cycleWeaponSetPrev cycleWeaponSetPrev2;alias cycleWeaponSetNext cycleWeaponSetNext1";
  562.  
  563. //====================================================================================================================================
  564. ////////
  565. //ZOOM//
  566. ////////
  567.  
  568. //Zoom states (assumes default FOV is 105 and default sens is 2.4)
  569. alias zoom0 "alias toggleZoom toggleZoom1;r_drawviewmodel 1;r_fov 120;cl_sensitivity 2.1; g_showruler 0";
  570. alias zoom1 "alias toggleZoom toggleZoom0;r_drawviewmodel 0;r_fov 080;cl_sensitivity 1.4; g_showruler 1";
  571.  
  572. //Toggle zoom
  573. alias toggleZoom toggleZoom1;
  574. alias toggleZoom1 zoom1;
  575. alias toggleZoom0 zoom0;
  576.  
  577. //Hold zoom
  578. alias +holdZoom zoom1;
  579. alias -holdZoom zoom0;
  580.  
  581. //====================================================================================================================================
  582. ////////////
  583. //JOY_ZOOM//
  584. ////////////
  585.  
  586. //Zoom states (assumes default FOV is 105 and default sens is 1.5)
  587. alias joyZoom0 "alias toggleJoyZoom toggleJoyZoom0;r_drawviewmodel 1;r_fov 105;cl_joylookspeed_y 0.75;cl_joylookspeed_x 1.5;";
  588. alias joyZoom1 "alias toggleJoyZoom toggleJoyZoom1;r_drawviewmodel 0;r_fov 070;cl_joylookspeed_y 0.50;cl_joylookspeed_x 1.0;";
  589.  
  590. //Toggle zoom
  591. alias toggleJoyZoom "toggleJoyZoom1";
  592. alias toggleJoyZoom1 "joyZoom1";
  593. alias toggleJoyZoom0 "joyZoom0";
  594.  
  595. //Hold zoom
  596. alias +holdJoyZoom "joyZoom1";
  597. alias -holdJoyZoom "joyZoom0";
  598.  
  599. //====================================================================================================================================
  600. ////////
  601. //WALK//
  602. ////////
  603.  
  604. //Crouch states
  605. alias walk1 "cl_backSpeed 100; cl_forwardspeed 100; cl_sidespeed 100";
  606. alias walk0 "cl_backSpeed 400; cl_forwardspeed 400; cl_sidespeed 400";
  607.  
  608. //Toggle crouch
  609. alias toggleWalk "toggleWalk1";
  610. alias toggleWalk1 "walk1;alias toggleWalk toggleWalk0";
  611. alias toggleWalk0 "walk0;alias toggleWalk toggleWalk1";
  612.  
  613. //Hold crouch
  614. alias +holdWalk "walk1";
  615. alias -holdWalk "walk0";
  616.  
  617. //====================================================================================================================================
  618. //////////
  619. //CROUCH//
  620. //////////
  621.  
  622. //Crouch states
  623. alias crouch1 "walk1; scr_ofsz -12.5";
  624. alias crouch0 "walk0; scr_ofsz 0";
  625.  
  626. //Toggle crouch
  627. alias toggleCrouch "toggleCrouch1";
  628. alias toggleCrouch1 "crouch1;alias toggleCrouch toggleCrouch0";
  629. alias toggleCrouch0 "crouch0;alias toggleCrouch toggleCrouch1";
  630.  
  631. //Hold crouch
  632. alias +holdCrouch "crouch1";
  633. alias -holdCrouch "crouch0";
  634.  
  635. //====================================================================================================================================
  636. //////////////
  637. //VISOR MODE//
  638. //////////////
  639.  
  640. //Visor mode States
  641. alias visorMode0 "r_notextures 0; r_fullbright 0; r_showtris 0; r_shownormals 0;";
  642. alias visorMode1 "r_notextures 0; r_fullbright 1; r_showtris 0; r_shownormals 0;";
  643. alias visorMode2 "r_notextures 1; r_fullbright 0; r_showtris 1; r_shownormals 0;";
  644. alias visorMode3 "r_notextures 0; r_fullbright 0; r_showtris 0; r_shownormals 1;";
  645. alias visorMode4 "r_notextures 0; r_fullbright 0; r_showtris 1; r_shownormals 0;";
  646. alias visorMode5 "r_notextures 0; r_fullbright 0; r_showtris 1; r_shownormals 0;";
  647. alias visorMode6 "r_notextures 0; r_fullbright 0; r_showtris 1; r_shownormals 0;";
  648. alias visorMode7 "r_notextures 0; r_fullbright 0; r_showtris 1; r_shownormals 0;";
  649. //r_notextures 1
  650. //r_fullbright 1
  651. //r_showtris
  652. //r_shownormals
  653. //r_showoverdraw
  654. //r_clear
  655. //r_shadows
  656.  
  657. //Toggle visor mode
  658. alias toggleVisorMode "toggleVisorMode1";
  659. alias toggleVisorMode0 "visorMode0;alias toggleVisorMode toggleVisorMode1";
  660. alias toggleVisorMode1 "visorMode1;alias toggleVisorMode toggleVisorMode2";
  661. alias toggleVisorMode2 "visorMode2;alias toggleVisorMode toggleVisorMode3";
  662. alias toggleVisorMode3 "visorMode3;alias toggleVisorMode toggleVisorMode0";
  663.  
  664. //Hold visor mode
  665. alias +holdVisorMode1 "visorMode1";
  666. alias -holdVisorMode1 "visorMode0";
  667.  
  668. //====================================================================================================================================
  669. /////////////////////////////////////////
  670. //CONTROLLER AIM ASSIST BS FOR TESTING//
  671. ////////////////////////////////////////
  672.  
  673. //Aim assist only works at 60 FPS
  674. cl_engineFPS 120;//(60) - Frames per second the renderer runs at
  675.  
  676. //All aim assist settings
  677. aa_enable 0; //(0) - Enables aim assist
  678. aa_debugselector 0; //(0) - Visualize aim assist selector (debugging)
  679. aa_adhesion_contributionpercentmax 1; //(0.6) - Max Adhesion Contribution Percentage (Value must be in 0..1 range)
  680. aa_interpolaterate 1; //(0.6) - The rate in which aim assist interpolates the friction
  681. aa_allowinterpolate 1; //(1) - Interpolate the aim assist friction
  682. aa_selection_maxdistance 950 //(950.0) - The Maximum Distance away for a target to be considered for adhesion, friction and target lock-to
  683. aa_selection_maxdegrees 20; //(10.0) - The Maximum angular separation from the aim axis
  684. aa_distance_rampdown 10; //(10.0) - Distance for ramping down distance modifier
  685. aa_distance_rampup 1000; //(1000.0) - Distance for ramping up distance modifier
  686. aa_distance_min 0; //(0.0) - Minimum Optimal Distance for aim assist effect
  687. aa_distance_max 500; //(500.0) - Maximum Optimal Distance for aim assist effect
  688. aa_distance_expandradiusmultiplier 8; //(8.0) - The expanded multiplier for target radius, friction radius and adhesive radius
  689. aa_distance_expandradiusdistmin 0.3; //(0.3) - Min fractional distance before expanding kicks in (smoothstep formula)
  690. aa_distance_expandradiusdistmax 1; //(1.0) - Max fractional distance before expanding kicks in (smoothstep formula)
  691. aa_friction_optimalradius 50; //(50.0) - Optimal Distance for Friction to take an effect
  692. aa_friction_radius 25; //(25.0) - Friction Collision Sphere Radius
  693. aa_friction_innterradiusrolloffpct 0.6; //(0.6) - The percentage of the calculated radius to use as the inner radius for rolloff calculation
  694. aa_friction_multipliermin 0; //(0.0) - Minimum Friction Scalar - Value must be in 0..1 and smaller than corresponding max value
  695. aa_friction_multipliermax 0.4; //(0.4) - Maximum Friction Scalar - Value must be in 0..1 and smaller than corresponding max value
  696. aa_adhesion_optimalradius 30; //(30.0) - Optimal Distance for adhesion to take an effect
  697. aa_adhesion_radius 15; //(15.0) - Radius used to apply adhesion amount
  698. aa_adhesion_innterradiusrolloffpercent 0.6; //(0.6) - The percentage of the calculated radius to use as the inner radius for rolloff calculation
  699. aa_adhesion_yawspeedmax 25; //(25.0) - Max Yaw Adhesion Speed
  700. aa_adhesion_pitchspeedmax 15; //(15.0) - Max Pitch Adhesion Speed
  701.  
  702. //====================================================================================================================================
  703. ///////
  704. //END//
  705. ///////
  706.  
  707. //clear;
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