ET:QW Useful GFX Commands

I've added a few tweaks to this config, you can add those GFX Commands to yours, everything is set to LOW detail, if you are noticing any problem with "fullscreen" it's because r_mode is on 3 (640x480) and r_displayrefresh is on 150.

You can either change r_displayrefresh to 100 / 120 or just adjust your monitor by pressing the screen buttons, you can also use another r_mode but as i said before, everything is in LOW detail, so r_mode 3 is included on what i call LOW.

» GFX Commands

It should look like this Screen

*UPDATE* (White Textures)

Overdrive found out how to solve the "White shit problem". If suddenly you see some map and weapons textures in white, change te following commands to "-2"

image_specularPicMip "-2"
image_diffusePicMip "-2"
image_bumpPicMip "-2"
image_globalPicMip "-2"
image_picMip "-2"

*UPDATE* (Fullscreen)

I've changed the r_mode to 5 plus r_displayrefresh to 100 just to avoid the "fullscreen" problem, feel free to modify it as you like.
Comments
29
tweak0r
Gonna try that one and hope I'll get a bit more than 20 FPS xD
something popped up in my mind: use rivatuner! ;p
how to raise fps @ etqw? its limited atm
Check the official community website forum. There's a sticky somewhere about unlocking fps. :)
Parent
whats the name of the site and whats the link
Parent
http://community.enemyterritory.com/forums/forumdisplay.php?f=15

First sticky there.

(Quick answer: ensure com_unlockfps is set to 1, and com_unlock_maxfps is set to 60 or higher.)
Parent
if those don't help, try fiddling with com_unlock_timingmethod and/or turning stuff down. Going super ugly (i.e. picmip -4) isn't likely to help performance much.
Parent
seta image_specularPicMip "-2"
seta image_diffusePicMip "-2"
seta image_bumpPicMip "-2"
seta image_globalPicMip "-2"
seta image_picMip "-2"

this solved the problem where everything either looked white or orange :P

here's a list of all the cmds available: http://four.fsphost.com/overdrive/post.txt
]listcmds
aasStats show AAS statistics

activateAFs activates idAFEntity based entities
activateVehicles activates physics on sdTransport based entities
addarrow adds a debug arrow
addChatLine internal use - core to game chat lines
addline adds a debug line
addObituaryLine internal use - core to add obituary lines
addPerformanceQuery Displays a new performance query
admin perform administration commands
aviGame writes AVIs for the current game
aviRenderDemo writes AVIs for a render demo
benchmark benchmark
bind binds a command to a key
bindRagdoll binds ragdoll at the current drag position
blinkline blinks a debug line
buildFrequencies build a frequency table for the fixed huffman compress
or
calcMinDist calc required min dist given [prevmindist] [prevmaxdis
t] [distmult] [newmaxdist] [newdistmult]
callvote call a vote to change server settings, etc
camera Sets the current view to a named camera entity, or cle
ar the camera if no name is given
cameraNext Sets the current view to the next camera found in the
map
cameraPrev Sets the current view to the previous camera found in
the map
centerview centers the view
checkNewVersion check if a game update is available
checkRenderEntityHandles
clear clears the console
clearLights clears all lights
clearPerformanceQueries Removes all performance queries
clearToolTipCookies clears all tooltip state cookies, so they will be play
ed again
collisionModelInfo shows collision model info
collisionTest runs through all entityDefs and checks for erroneous c
ollision data whilst generating cached models
combineCubeImages combines six images for roq compression
compressRenderDemo compresses a render demo file
conDump dumps the console text to a file
connect connects to a server
crash causes a crash
cubeToSkybox converts a cubemap to a skybox (uses less memory than
a full cubemap but only stores half a sphere)
cutNetDemo cuts a network demo if valid markers are set
cvar_restart restart the cvar system
cvarAdd adds a value to a cvar
cvarMultiply multiplies a value to a cvar
cycle cycles a cvar
damage apply damage to an entity
declMemoryReport provides a memory report for loaded decls
deleteSelected deletes selected entity
demoShot writes a screenshot for a demo
dir lists a folder
dirtree lists a folder with subfolders
disasmScript disassembles script
disconnect disconnects from a game
dotRenderPrograms dots render programs
dumpCollisionModelStats
dumpCVars writes out all cvars to base/cvars_<date/time>.txt
dumpMonolithicInfo
dumpToolTips dumps out all the tooltips to tooltips.txt
echo prints text
envshot takes an environment shot
error causes an error
exec executes a config file
exit exits the game
exportScript exports scripts to a compilable format
findFreeString finds the next free string id
finishBuild finishes the build process
fireteam perform fireteam related commands
freeze freezes the game for a number of seconds
game_memory displays game class info
gameError causes a game error
generateNetDemoKeyFrames generate a keyframe file for a network demo
getviewpos prints the current view position (x y z) yaw pitch rol
l
gfxInfo show graphics info
give gives one or more items
god enables god mode
gpuPerformanceQueries Add a standard set of gpu performance queries (this ne
eds an instrumented nvidia driver)
halfSphereToCube converts spheremap to cubemap
halfSphereToSkybox converts spheremap to a skybox
help shows help
hitch hitches the game
htmlCVars write out the cvars to cvars.html
in_restart restarts the input system
keepTestModel keeps the last test model in the game
keyFrameNext advances to the next key frame while playing back a ne
twork demo
keyFramePrev reverses to the previous key frame while playing back
a network demo
kill kills the player
killClass removes all entities of 'class'
killMoveables removes all moveables
killRagdolls removes all ragdolls
killTransports removes all transports
killType removes all entities of 'type'
listActiveEntities lists active game entities
listAF lists articulated figures
listAnims lists all animations
listBinaryDecls lists the contents of a binary decl file
listBinds lists key bindings
listClasses lists game classes
listClientEntities lists Client Entities
listCmds lists commands
listCollisionModels lists collision models
listControllers lists connected controllers and their unique hashes
listCVars lists cvars
listDecals lists decal types
listDecls lists all decls
listDictKeys lists all keys used by dictionaries
listDictValues lists all values used by dictionaries
listEffects lists effects systems
listEntities lists game entities
listEntityDefs lists entity defs
listEvents lists all active events
listGameCmds lists game commands
listGUIs lists all allocated GUIs
listGUIThemes lists GUI themes
listImages lists images
listLines lists all debug lines
listLocStrs lists localization strings
listMaterials lists materials
listMedia lists all models
listModelDefs lists model defs
listModels lists all models
listModes lists all video modes
listOutOfLevelDecls lists all decls which were parsed outside of level loa
d
listPerformanceQueries Lists the available performance queries
listRenderBindings lists render bindings
listRenderEntityDefs lists the entity defs
listRendererCmds lists renderer commands
listRenderLightDefs lists the light defs
listRenderPrograms lists render programs
listScriptObjects lists script objects
listSkins lists skins
listSoundCmds lists sound commands
listSoundDecoders list active sound decoders
listSounds lists all sounds
listSoundShaders lists sound shaders
listSpawnArgs list the spawn args of an entity
listStuffTypes lists stuff types
listSurfaceTypes lists surface types
listSystemCmds lists system commands
listTables lists tables
listTemplates lists templates
listTexUsage lists model texture usage
listThreads lists script threads
listToolCmds lists tool commands
listVehicleScripts lists vehicle scripts
listVertexCache lists vertex cache
listVotes
makeAmbientMap makes an ambient map
makeEnvMaps Recreates the environment maps for the level
makePerlin makes perlin nose maps
mapshot takes an environment shot
memoryDump creates a memory dump
memoryDumpCompressed creates a compressed memory dump
memoryDumpPerClass creates a memory dump per class
memoryReport creates a memory report
modulateLights modifies shader parms on all lights
networkSpawn spawns a game entity during a network game
nextAnim shows next animation on test model
nextFrame shows next animation frame on test model
nextMap change to the next map
noclip disables collision detection for the player
nodeAdd adds a vehicle nav node to the map for the bots
nodeDel deletes the nearest node.
nodeGenerateFromBotVehicleActions generate nodes from the bot's vehicle camp
/roam actions
nodeLink create a link from the last node to this one and back.
pass 'oneway' to make it a one way link. pass 'start' to start a new chain
of links.
nodeName renames the nearest node (handy for script access). a
rgument: <newName>
nodeRadius sets the radius for the nearest node. argument: <radi
us>
nodeTeam changes the team the nearest node is associated with.
team: <strogg|gdf|none>
nodeView view a node
notarget disables the player as a target
parse prints tokenized string
path lists search paths
pauseNetDemo toggles pause while playing back a network demo
placeDemoCutEndMarker places end marker for demo cutting
placeDemoCutStartMarker places start marker for demo cutting
playJumpStartDemo plays back a jump start demo
playNetDemo plays back a network demo
playRenderDemo plays back a render demo
popLight removes the last created light
popPerformanceQuery Removes a performance query
prevAnim shows previous animation on test model
prevFrame shows previous animation frame on test model
printAF prints an articulated figure
printDecal prints a decal type
printEffects prints an effects system
printEntityDef prints an entity def
printGuiProperty Prints a property in the named gui
printGuiStats Prints statistics for a gui
printLocStr prints a localization string
printMaterial prints a material
printModel prints model info
printModelDefs prints a model def
printSkin prints a skin
printSoundShader prints a sound shader
printStuffType prints a stuff type
printSurfaceType prints a surface type
printTable prints a table
printTemplate prints a template
printVehicleScripts prints a vehicle script
quit quits the game
rcon sends remote console command to server
reconnect reconnect to the last server we tried to connect to
recordNetDemo records a network demo
recordRenderDemo records a render demo
regenerateWorld regenerates all interactions
reloadAnims reloads animations
reloadDecls reloads decls
reloadEngine reloads the engine down to including the file system
reloadGuiGlobals reloads gloabal gui properties
reloadImages reloads images
reloadLanguage reload language dictionaries
reloadModels reloads models
reloadScript reloads scripts
reloadSounds reloads all sounds
reloadSurface reloads the decl and images for selected surface
reloadUserGroups reloads user groups
remove removes an entity
removeline removes a debug line
renderNetDemo plays back a network demo, capturing frames to disk
reparseDecls reparses decls
reportAnimState Reports the entity number's current animation state
reportEffectUsage
reportImageDuplication checks all referenced images for duplications
reportPakChecksums reports a set of MD5 hashes for pak files
reportSurfaceAreas lists all used materials sorted by surface area
reset resets a cvar
s_restart restarts the sound system
saveMoveables save all moveables to the .map file
saveNodes saves the nav nodes to <mapname>.nav
saveRagdolls save all ragdoll poses to the .map file
saveSelected saves the selected entity to the .map file
say text chat
sayFireteam fireteam text chat
sayTeam team text chat
screenshot takes a screenshot
serverInfo shows server info
serverMapRestart restart the current game
serverStartDemos forces all clients to start recording demos
set sets a cvar
seta sets a cvar and flags it as archive
setGuiProperty Sets a property in the named gui
setMachineSpec detects system capabilities and sets com_machineSpec t
o appropriate value
sets sets a cvar and flags it as server info
setServerLicenseCode Set server License Code
sett sets a cvar and flags it as tool
setu sets a cvar and flags it as user info
setviewpos sets the current view position (x y z) yaw pitch roll
shaderPerformance Export some shader performance info
showDictMemory shows memory used by dictionaries
showInteractionMemory shows memory used by interactions
showStringMemory shows memory used by strings
showTriSurfMemory shows memory used by triangle surfaces
sizeDown makes the rendered view smaller
sizeUp makes the rendered view larger
spawn spawns a game entity
startBuild prepares to make a build
stats stats debugging tool
stopNetDemo stops network demo recording
stopRecordingRender stops render demo recording
takeViewNote
teleport teleports the player to an entity location
testAnim tests an animation
testBlend tests animation blending
testDamage tests a damage def
testDeath tests death
testDecls runs through all decls and checks for broken/defaulted
ones
testGUI Replace the main menu with a test gui.
testImage displays the given image centered on screen
testLight tests a light
testModel tests a model
testParticleStopTime tests particle stop time on a test model
testPointLight tests a point light
testPrecache Precaches an entitydef, then spawns it, to check for a
ny additional unprecached media
testProficiency
testShaderParm sets a shaderParm on an existing testModel
testSIMD test SIMD code
testSkin tests a skin on an existing testModel
testSound tests a sound
testWarning test warnings!
timeNetDemo times a network demo
timeRenderDemo times a render demo
timeRenderDemoQuit times a render demo and quits
toggle toggles a cvar
toggleNetDemo toggles demo recording status
touch touches a decl
touchCollision
touchFile touches a file
touchFileList touches a list of files
touchModel touches a model
trigger triggers an entity
unbind unbinds any command from a key
unbindall unbinds any commands from all keys
unbindRagdoll unbinds the selected ragdoll
useWeapon switch to the named inventory item. this is looked up
from the player's team def
validateModel validates a model
vid_restart resizes/fullscreens the game window
vote send your vote response
vstr inserts the current value of a cvar as command text
wait delays remaining buffered commands one or more frames
where prints the current view position (x y z) yaw pitch rol
l
wikiCVars write out the cvars to cvars.txt, suitable for pasting
into wiki
winExceptionHandler 1 enables the built-in exception handling, 0 disables
it.
writeConfig writes a config file
writeImage writes the given image to disk
writeJumpStartDemo writes a jump start demo file, allows you to start fur
ther in a demo
writePrecache writes precache commands
zoomInCommandMap zoom in the command map
zoomOutCommandMap zoom out the command map
303 commands
]condump log.txt


also found out you cannot ; commands starting with _
for example you cannot bind x "_attack ; _prone"
basicly all the movement and action commands cannot be combined

some more links:

http://ucguides.savagehelp.com/Doom3/FPSConfigs.htm
http://ucguides.savagehelp.com/Quake4/FPSVisuals.htm
http://www.collectivecomputing.com/~reed/et/reyalp_etqwbeta_cfg.zip
htmlcvars is teh win

also, config in my profile.
Parent
Im glad you fixed it, but i wanna post this anyway :(

image: dr3amconfig
Just noticed ETQW puts config in 'My documents'. Check the configs there. Maybe thats the problem.
Parent
yeah thats where i've got mine, Ive made the changes you suggested, lets see if it works.

Even though it was white, it ran brilliantly before
Parent
I never suggested to use the config :P It just had all the cmds neatly ordered so ppl could find the cmds they were looking for. A lot of stuff changed name etc.

You could always do a cvar_reset
Parent
remove autoexec.cfg
cvar_restart
Parent
I was just pointing out everywhere was full :P
Parent
btw those new cvars dont remove the whiteness. But it runs so much better on my laptop I just play in white
Parent
What's that yellow oblong thing at the bottom of the screen?
Parent
Thats my penis
Parent
seta image_globalPicMip "-4" rivatuner cheater :XD
even though i changed

image_specularPicMip "-2"
image_diffusePicMip "-2"
image_bumpPicMip "-2"
image_globalPicMip "-2"
image_picMip "-2"

to "-2" i still have white buildings, etc.. how come? :x
i dunno, i had the same, i fixed it but i dunno how, y y y
Parent
do cvar_restart worked for me
Parent
qw crashes when I do cvar_restart
Parent
Yeah lol anyone have a smooth cfg without white stuff yet? :)
where can i find the cfg files?
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