Hide fire-light when shotting

Games such as RTCW, Call of Duty, Quake ect.

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Hide fire-light when shotting

Postby Zwilhandler » Thu Jan 22, 2004 9:58 pm

What's the variable to hide the fire-light of machinegun when you shot??

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Postby Jobba » Fri Jan 23, 2004 12:11 am

I think its in here but my german is not that good :P



seta r_dynamiclight "1" //Schaltet das berechnen von dynamischen Lichtern im Spiel an und aus. Bei “0” hat man mehr FPS
seta r_lodbias "1" //default ist 1. Bestimmt die Geometrie-Detailtiefe, auf “0” mehr FPS
seta r_detailtextures "1" //schaltet die Darstellung von detaillierten Texturen an/aus. Ausschalten bringt mehr FPS
seta r_lodscale "5" //bestimmt die Distanz, ab wann Gegenstände detailärmer dargestellt werden. Default ist “5”
seta r_flares "0" //Bestimmt, ob um Lichtquellen herum Auren gezeichnet werden, “0” bringt mehr FPS
seta r_ignorehwgamma "1" //Bestimmt ob die Gamma-Werte (Helligkeit) von Windows ignoriert werden oder nicht
seta r_vertexlight "0" //Bestimmt ob Lichter nach Vertexmethode berechnet werden oder nicht
seta r_coronas "0" //bestimmt, ob im Spiel Coronas dargestellt werden oder nicht, “0” bringt mehr FPS
seta r_mapoverbrightbits "4" //default ist “2”. bestimmt den Helligkeitsgrad der Maptexturen. “5” ist in den meisten Ligen das maximal erlaubte
seta r_overbrightbits "1" //ähnlich zu mapoverbrightbits, genaue Unterschide unklar
seta r_fullbright "0" //Schaltet die maximale Helligkeit der Texturen an/aus. Empfehlung “1”, damit schattige Camper-Ecken einsehbar werden
seta r_faceplanecull "1" //wenn aktiviert, werden nur die sichtbaren Polygonobjekte gerendert, empfohlen auf “1”
seta r_subdivisions "4" //default ist 4. jehöher man geht, desto weniger Polygone werden für Oberflächen benutzt
seta r_lodcurveerror "250" //default ist 250. Je tiefer man geht desto eckiger werden Rundungen dargestellt, bringt mehr FPS
seta cg_wolfparticles "1" //bestimmt, ob z.B. der Rauch von Airstrikes und die Explosion von Granaten dargestellt werden. Bringt FPS ist aber sehr gewöhnungsbedürftig, wenn es abgestellt ist. (“0”)
seta cg_simpleitems "0" //Bestimmt ob Ammopacks und Medipacks vereinfacht dargestellt werden. Ammopacks sehen z.B. aus wie eine große Patronenhülse
seta r_rmse "0" //default ist "0" . Bestimmt die Schärfe von allem was dargestellt wird. Auf den ersten Blick ähnlich picmip, allerdings wird auch das Hud unscharf. Muss deutlich höher als picmip gesetzt werden um einen Effekt zu erzielen.
seta cg_bloodtime "20" //Default ist “120”. Bestimmt , wie lange Blut am Boden dargestellt wird bevor es verblaßt
seta cg_showblood "1" //bestimmt, ob Blut dargestellt wird, wenn ein Spieler getroffen wird
seta cg_gibs "1" //bestimmt, ob die Splattereffekte ein an oder aus sind.
seta gl_polyblend "0" //bestimmt, ob im Sichtfeld Rotfärbung zu sehen ist, wenn man selber getroffen wird.
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Postby Zwilhandler » Fri Jan 23, 2004 12:25 am

Can anyone translate to english or spanish??
I don't know nothing in german :(

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Postby mazza » Fri Jan 23, 2004 3:51 am

LOL :D
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Postby Dutchman » Fri Jan 23, 2004 7:33 am

seta r_dynamiclight "1" //Schaltet that compute from dynamic lights in the play on and out. With?0? one has more FPS
seta r_lodbias "1" //default is 1. Does the geometry detail depth determine, on?0? more FPS
seta r_detailtextures "1" //schaltet the representation of detailed textures on/out. Switches off brings more FPS
seta r_lodscale "5" //bestimmt the distance, starting from when articles are represented detail-poorer. Default is?5?
seta r_flares "0" //Bestimmt, whether around sources of light Auren are drawn?0? does more FPS bring
seta r_ignorehwgamma to "1" //Bestimmt whether the gamma values (brightness) by Windows is ignored or
seta r_vertexlight "0" //Bestimmt whether lights are not computed after Vertexmethode or not
seta r_coronas "0" //bestimmt, whether in the play Coronas are represented or not?0? more FPS brings
seta r_mapoverbrightbits "4" //default is?2?. determines the brightness degree of the map textures. ?5? the maximally permitted
seta r_overbrightbits "1" is //aehnlich too mapoverbrightbits, exact Unterschide
seta r_fullbright "0" unclearly //Schaltet the maximum brightness of the textures on/out in most leagues. Recommendation?1?, so that shady camper corners become observable
seta r_faceplanecull "1" //wenn activated, only is the visible Polygonobjekte gerendert, recommended on?1?
seta r_subdivisions "4" 4. is //default more jehoeher one goes, the fewer polygone used for surfaces
seta r_lodcurveerror "250" //default is 250. The more deeply one goes the angularly to roundnesses is explained, brings more FPS
seta cg_wolfparticles "1" //bestimmt whether e.g. the smoke by Airstrikes and the explosion of shells are represented. Brings FPS is however very habituation needy, if it is turned off. (?0?)
seta cg_simpleitems "0" //Bestimmt whether Ammopacks and Medipacks are simplified represented. Ammopacks look e.g. like a large patronenhuelse
seta r_rmse "0" //default are "0". Determines the sharpness by everything which is represented. At first sight similarly picmip, however also the Hud becomes indistinct. Must being set clearly more highly than picmip around an effect to obtain.
seta cg_bloodtime "20"?120 is //Default?. Determined, how long blood at the soil is represented before it faded
seta cg_showblood "1" //bestimmt whether blood is represented, if a player is met
seta cg_gibs "1" //bestimmt whether the Splattereffekte on or out is.
seta gl_polyblend "0" it //bestimmt whether in the field of view red coloration is to be seen, if one is met.

Don't ya just luv online translater...
And don't say I didn't try :P

Some words weren't translated tho, but 'bestimmt' means determined..
And 'schaltet' means switches..
Any more words, just translate em...

Any questions?
Just ask a German [FuN] member lol ;)
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Postby Felly » Fri Jan 23, 2004 12:07 pm

lmao whatz that for a freaky mix out of german and english

i am from austria (we are speaking german too) and i can say ur translator is totally crap :wink:
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Postby THEONE » Fri Jan 23, 2004 2:08 pm

ROFLOLMAO!!!!!!!!!!!! Stop it I can´t stop laughing.

Btw u can´t hide the fire effect! But u can hide ur gun with /cg_drawgun 0. No probs with fire effect then. Or take picmip up to 4 or 5 but u get kicked with this adjustment........on the most servers by cvar violation.
So, so.........ihr sprecht also deutsch???? Ich dachte ihr schreibt deutsch und sprecht ösisch :D
j/k :lol:
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Postby Geddy » Fri Jan 23, 2004 6:04 pm

That was translated from a Chineese guy, who was pretending to be a Russian speaking Mongolian.
The point of the journey is not to arrive.......


Ik hou van kaas :)
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Postby lemonlime » Fri Jan 23, 2004 6:54 pm

As far as i know it is not possible to hide the muzzle flash in vanilla or shrub mod.
cg_drawgun 0 hides the gun (and the muzzle flash :wink: ) though.

It is possible in OSP since version 0.9 (cg_muzzleflash 0).

Btw, does anyone know if that gl_polyblend 0 cvar works as described above? :?:
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Postby CCR Radio Clash » Thu Jan 29, 2004 4:36 am

the thing you are lookinf for is
/cg_muzzleflash "0" its definately muzzleflash cant remeber how its written as a command but it works
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