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    Quake4Config.cfg -> super help

    Share

    IMMORTALZ

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    default Quake4Config.cfg -> super help

    Post by IMMORTALZ on Sat Apr 24, 2010 12:01 am

    grab good time told to pay more taxes if they do not command it to serve that would take much longer than it takes to get them out so you find you have left but will be Ablan Fasi that you not only English but I aul English Spanish and a little good here I leave all the commands that I could take something hopefully will serve Arrow

    IMMORTALZ

    Rank : Elite First Class(*E1C)
    Immortal points : 368468387
    Kalakaz Reputation : 548

    Immortality
    Immortality:
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    default Re: Quake4Config.cfg -> super help

    Post by IMMORTALZ on Sat Apr 24, 2010 12:03 am

    ATTENTION!

    these commands only walk you enable the console in multiplayer or in single-player game.
    To enable the console in multiplayer have to put the following one and disable it net_allowcheats net_allowcheats 0
    Attention some commands you can close the server that the game does not hold and close only the server but are
    make sure not! have be careful!


    comandos [M]


    map#
    modulatelights#
    makemegatexture#
    memorydumpcompressed#
    modulatelights#
    makeambientmap#
    makemegatextures#
    memorydumpcompressed#
    mamorydump#
    makeloadscreens#
    modview#
    m_maxlnput (caps the amount of mouse movement possible)
    m_showmouserate (shows mouse movement)
    m_strafesmooth (number of samples blended for mouse moving)
    m_smooth (number of samples blended for mouse viewing)
    m_strafescale (mouse strafe movement scale)
    m_yaw (mouse yaw scale)
    m_pitch (mouse pitch scale)

    comandos [Mat]

    mat_weitehitmaterials (1 = weite preprocessed hit image data to file.)
    mat_weitehitmaterials (1 = use preprocessed hit image files)


    spawn [Moveable]

    spawn [M] ~>Crate

    spawn moveable_crate_exploding1
    spawn moveable_crete1_small
    spawn moveable_create1_medium
    spawn moveable_create1_tall
    spawn moveable_create_ammobox
    spawn moveable_create_create1
    spawn moveable_create_create3
    spawn moveable_create_strogg3_64
    spawn moveable_create_strogg3_48

    spawn [M] ~>Bareel

    spawn moveable_barrel_test
    spawn moveable_barrel_test2
    spawn moveable_barrel_medium1a
    spawn moveable_barrel_medium1b
    spawn moveable_barrel_medium1c
    spawn moveable_barrel_medium1d
    spawn moveable_barrel_medium2a
    spawn moveable_barrel_medium2b
    spawn moveable_barrel_medium2c
    spawn moveable_barrel_medium2d
    spawn moveable_barrel_stroyenta
    spawn moveable_barrel_stroyentb
    spawn moveable_barrel_stroyentc

    spawn [M] ~>Stage

    spawn moveable_stage_burn
    spawn moveable_stage_ignite
    spawn moveable_stage_launch
    spawn moveable_stage_launch_red
    spawn moveable_stage_waitfordead
    spawn moveable_stage_ramdomdelay
    spawn moveable_stage_launch_tram
    spawn moveable_stage_explode
    spawn moveable_stage_break_begin
    spawn moveable_stage_break
    spawn moveable_stage_break_finish
    spawn moveable_stage_waitforimpact
    spawn moveable_stage_waitfortrigger

    spawn [M] ~>Base

    spawn moveable_base
    spawn moveable_base_brick
    spawn moveable_base_domino
    spawn moveable_base_barrel
    spawn moveable_base_fixed

    spawn [M] ~>ALL

    spawn moveable_explodingbarrel
    spawn moveable_burningbarrel
    spawn moveable_explodingtank
    spawn moveable_burningtank

    spawn [M] ~>ALL

    spawn moveable_plate
    spawn moveable_panel
    spawn moveable_beam
    spawn moveable_beam2
    spawn moveable_pallet
    spawn moveable_pallet_96

    spawn [M] ~>Machine

    spawn moveable_machine1
    spawn moveable_machine2
    spawn moveable_machine3
    spawn moveable_machine4
    spawn moveable_machine5
    spawn moveable_machine6
    spawn moveable_machine7
    spawn moveable_machine8
    spawn moveable_machine9
    spawn moveable_machine10
    spawn moveable_machine11
    spawn moveable_machine_chunk1
    spawn moveable_machine_chunk2

    spawn [M] ~>Pod

    spawn moveable_bonesaw
    spawn moveable_pod
    spawn moveable_poddoor_1
    spawn moveable_poddoor_1a
    spawn moveable_poddoor_2

    spawn [M] ~>Gid

    spawn moveable_gib_head_pork
    spawn moveable_gib_torso_pork
    spawn moveable_gib_rup_arm_pork
    spawn moveable_gib_left_waist_pork
    spawn moveable_gib_lip_leg_pork
    spawn moveable_gib_rup_leg_pork
    spawn moveable_gib_rup2_leg_pork
    spawn moveable_gib_pelvis_pork
    spawn moveable_gib_skull
    spawn moveable_gib_big_head_pork
    spawn moveable_gib_big_torso_pork
    spawn moveable_gib_big_rup_arm_pork
    spawn moveable_gib_big_left_waist_pork
    spawn moveable_gib_big_lup_leg_pork
    spawn moveable_gib_big_rup_leg_pork
    spawn moveable_gib_big_rup2_leg_pork
    spawn moveable_gib_big_pelvis_pork
    spawn moveable_gib_marine_fighter_wing
    spawn moveable_gib_marine_fighter_gun
    spawn moveable_gib_marine_fighter_door
    spawn moveable_gib_marine_fighter_bit1
    spawn moveable_gib_marine_stroggflyer_wing1
    spawn moveable_gib_marine_stroggflyer_wing2
    spawn moveable_gib_marine_stroggflyer_bit
    spawn moveable_gib_tram_bar1
    spawn moveable_gib_tram_bar2
    spawn moveable_gib_tram_floor
    spawn moveable_gib_tram_frame

    spawn [M] ~>Marine

    spawn moveable_marine_helmet
    spawn moveable_marine_helmet_shot
    spawn moveable_marine_aircannister
    spawn moveable_marine_binder4
    spawn moveable_marine_fireext

    spawn [M] ~>N1 Smile

    spawn moveable_convoy_roadpanel

    spawn [M] ~>Harvester

    spawn moveable_harvester_lg1
    spawn moveable_harvester_lg2
    spawn moveable_harvester_lg3
    spawn moveable_harvester_lg4

    spawn [M] ~>Item

    spawn moveable_item_dmg
    spawn moveable_item_grenadelauncher
    spawn moveable_item_hyperblaster
    spawn moveable_item_lightning_gun
    spawn moveable_item_machinegun
    spawn moveable_item_nailgun
    spawn moveable_item_railgun
    spawn moveable_item_rocketlaunchear
    spawn moveable_item_shotgun


    spawn [MP] ~CTF | FLAG

    spawn mp_ctf_flag
    spawn mp_ctf_marine_flag
    spawn mp_ctf_strogg_flag
    spawn mp_ctf_one_flag
    spawn mp_ctf_flag_pole
    spawn mp_ctf_flag_world
    spawn mp_ctf_marine_flag_world
    spawn mp_ctf_strogg_flag_world
    spawn mp_icom

    spawn [M] ~>ALL

    spawn mpcpuintelplayerlimit
    spawn mpcpuamdplayrtlimit

    spawn [M] ~>Model

    spawn model_player_failed_trasfer
    spawn model_player_slimy_trasfer
    spawn model_player_corpse
    spawn model_player_marine_tech
    spawn model_player_tactical_elite
    spawn model_player_tactical_command
    spawn model_player_marine
    spawn model_player_marine_morris
    spawn model_player_marine_voss
    spawn model_player_marine_cortez
    spawn model_player_marine_helmeted
    spawn model_player_marine_medic
    spawn model_player_marine_officer
    spawn model_player_marine_fatigues
    spawn model_player_marine_transfer
    spawn model_player_tactical_trasfer
    spawn model_player_kane_strogg

    spawn [M] ~>Melee

    spawn melle_monster_base
    spawn melle_marine
    spawn medic_vaccinegun
    spawn monstereyestalk
    spawn melee_berserker_new
    spawn melee_berserker
    spawn melee_berserker_mace
    spawn melee_berserker_leap
    spawn melee_berserker_popup_a
    spawn melee_berserker_popup_b
    spawn melee_berserker
    spawn melee_bossbuddy
    spawn melee_bossbuddy_swipe
    spawn melee_bossbuddy_punch
    spawn melee_failed_transfer
    spawn melee_failed_transfer_light
    spawn melee_gladiator
    spawn melee_gladiator_left
    spawn melee_shield
    spawn melee_grunt
    spawn melee_grunt_leap
    spawn melee_gunner_right
    spawn melee_gunner_left
    spawn melee_htank
    spawn melee_iron_maiden
    spawn melee_makron_stab

    spawn [M] ~>Mcc1

    spawn mcc1_char_marine
    spawn mcc1_char_marine_tech
    spawn mcc1_char_marine_medic
    spawn mcc1_char_marine_fatigues
    spawn mcc1_char_marine_cinematic
    spawn mcc1_char_doctor
    spawn mcc1_char_marine_cinematic_harper
    spawn mcc1_char_marine_officer
    spawn mcc1_makron
    spawn mcc1_monster_grunt
    spawn mcc1_monster_strogg_marine
    spawn mcc1_chair
    spawn mcc1_tactical_station_mcc2
    spawn mcc1_vehicle_bodytable
    spawn mcc1_vehicle_medbed_patient
    spawn mcc1_char_marine
    spawn mcc1_char_marine_tech
    spawn mcc1_char_marine_medic
    spawn mcc1_char_marine_fatigues
    spawn mcc1_char_marine_cinematic
    spawn mcc1_char_doctor
    spawn mcc1_marine_cinematic_harper
    spawn mcc1_marine_officer

    spawn [M] ~>Ammo

    spawn ammo_machinegun
    spawn ammo_nailgun
    spawn ammo_shotgun
    spawn ammo_hyperblaster
    spawn ammo_rocketlauncher
    spawn ammo_grenadelauncher
    spawn ammo_lightninggun
    spawn ammo_dmg
    spawn ammo_machinegun_moveable
    sapwn ammo_hyperblaster_moveable
    spawn ammo_nailgun_moveable
    spawn ammo_rocketlauncher_moveable
    spawn ammo_grenadelauncher_moveable
    spawn ammo_railgun_moveable
    spawn ammo_shotgun_moveable
    spawn ammo_lightninggun_moveable
    spawn ammo_dmg_moveable


    comandos [In]

    inc
    in_restart
    in_joystick (enable joystick input)
    in_mouse (ebable mouse input)
    in_joystickleftstickmove (left or right controls move)
    in_togglezoom (pressig _zoom on/off)
    in_togglecrouch (pressing _movedown toggles player crouching/standing"
    in_togglerun (pressing _speed button toggles run on/off - only in MP)
    in_alwaysrun always run (reverse _speed button)
    in_freelook look around with mouse (reverse _mlook button)
    in_anglespeedkey (angle change scale when holding down _speed button)
    in_pitchspeed (pitch change speed when holding down look_lookup or_lookdown button)
    in_yawspeed (yaw change speed when holding down _left or _right button)


    comandos [Com]

    combinecubelmages <baseName>
    com_allowbadsavegamevercion (for debugging purposes only - so you can attempt to load savegames from a diff arent version - data may not match,may crash game)
    com_lastquicksave is:"quick3" -default "quick0"
    com_skiplevelloadpause is:"0" -default "0"
    com_guid -default "#"
    com_wipeseconds is:"1" -default "1"
    com_avidemotics is:"2" -default "2"
    com_avidemoheight is:"256" -default "256"
    com_avidemowidth is:"256" -default "256"
    com_avidemosamples is:"16" -default "16"
    com_skipgamedraw is:"0" -default "0"
    com_showdemo is:"0" -default "0"
    com_syncgameframe is:"0" -default "0"
    com_fixedtic is:"0" -default "0"
    com_showtics is:"0" -default "0"
    com_mintics is:"0" -default "0"
    com_showangles is:"0" -default "0"
    com_journal (1 = record journal,2 = play back journal)
    com_preloaddemos (load the whole demo in to ram before running it)


    comandos [F]

    forceteamchange (MP ONLY) forces player to change teams. usage: forceteamchange <client number>
    flashlight#
    fadesoundclass usage: fadesoundclass <classnum> <dB>
    finishbuild#
    freeze <seconds>

    comandos [Fs]

    fs_mappaks -default "0" (use level paks. only checks pak with the same name as the map)
    fs_importpath -default "0" (rjohnson:fixme)
    fs_searchaddons-default "0" search all addon pa4s (disables addon functionality)
    fs_casesensitive0S is:"0" -default "0"
    fs_game_base is:"" -default "" (alternate mod path,searched after the main fs_game path,beforce the basedir)
    fs_game "" -default "" (mod path)
    fs_depath is:"H:/quake4/q4" -default "" (este comando es para ubicar el juego como el ejemplo que puse)
    fs_cdpath is"" -default ""
    fs_savepath is:"H:/quake4/q4" -default "" (este comando guarda la ubicacion del juego)
    fs_basepath is:"H:/quake4/q4" -default "" (es una variante igual a las otras dos se encargar de las ubicaciones)
    fs_copyfiles is:"0" -default "0"
    fs_debug is:"0" -default "0"
    fs_restrict is:"0" -default ""

    comandos [Fas]

    fas_time0ffser (ms offset to the viseme frame)
    fas_intensitybias (bias applied to the intensity of the phoneme when trying to extract the viseme)
    fas_blendbias (multiplier to the per phoneme blend time)
    fas_threshhold1 (intensity required to use frame set 1)
    fas_threshhold0 (intensity required to use frame set 0)
    fas_debug (debug info for facial animation system)


    comandos [C]

    call (usage: call <retkey> funcname <parm1> <parm2>...)
    clientvoiceunmute (usage: clientvoiceunmute <player>)
    clientvoicemute (usage: clientvoicemute <player>)
    clientvoicechatt (only valid in multiplayer)
    clientvoicechat (only valid in multiplayer)
    clientcallvote (UTILITATION: clientcallvote <tipo> <valor> -> los tipos validos son: restart,timelimit,fraglimit,gametype,kick,map,spectators,nextmap,capturelimit.)
    clientvote (UTILITATION: clientvote <yes,no>)
    clientmessagemode (only valid in multiplayer)
    clearlights (clearing all lights.)
    collisionmodelinfo (you must be alive to use this command.)
    centerview#
    checknewversion (failed to resolve master0: q4master.idsofware.com:27650)
    connect (usage: connect <servername>)
    combinecubelmages (usage combinecubeimages <basename> combines basename[1-6] [0001-9999].tga to basenameCM[0001-9999].tga 1:forward 2:right 3:back 4:left 5:up 6:down)
    clearassetlog#
    createCM <filename.map|.IWO>
    crash (may only be used in developer mode)
    condump (usage: condump <filename>)
    clear (borra todo)
    cvar_restart#
    com_allowbadsavegamevercion (for debugging purposes only - so you can attempt to load savergames from a diff erent vercion - data may not match,may crash game)
    com_guid is:"" -default ""
    com_wipeseconds is:"1" -default "1"


    comandos [b]

    bsestats ~>processing 1136 registeres effects
    1 segments in 2 loaded effects (1134 never referenced)
    0.50 segments per effect
    1.00 of segments have particles
    1.00 particles per segment with particles

    buildnotes -no map loaded!
    bindragdoll#
    blinkline -you must be alive to use this command.
    bind -bind <key> [command] : attach a command to a key
    benchmark -no primaryview for benchmarking
    bundler#
    bindunbindtwo - <keynum> [command]

    comandos [bse]

    bse_ratecost (rate cost multiplier for spawned effects
    bse_ratelimit (rate limit for spawned effects
    bse_maxparticles (max number of particles allowed per segment
    bse_singleeffect (set to the name of the effect that is only played
    bse_scale (effect scalability amount)
    bse_debris (disable effect debris)
    bse_physics (disable effect physics)
    bse_showbounds (display debug bounding boxes effect)
    bse_debug (display debug info about effect)
    bse_render (disable effect rendering)
    bse_enabled (set to false to disable all effects)


    comandos [Win]

    win_viewlog_ypos (vertical position of viewlog)
    win_viewlog_xpos (horizontal position of viewlog)
    win_enablefpuexceptions (enable FPU exceptions)
    win_allowmultipleinstances (allow multiple instances running concurrently)
    win_timerupdate (allows the game to be updated while dragging the window)


    comandos [Image]

    image_dontuseprecompressedskyboxesforCGW (temp hack in case)
    image_writeprogramimages (copy program targas to compression directory)
    image_downsizelimit (controls diffuse map downsample limit [0 = 64])
    image_ignorehighquality (ignore high quality setting on materials)
    image_downsizebumplimit (controls normal map downsample limit [0 = 64])
    image_downsizespecularlimit (controls specular downsampled limit [0 = 64])
    image_downsizebump (controls normal map downsampling)
    image_downsizespecular (controls specular downsamplig)
    image_showbackgroundloads (1 = print number of outstanding background loads)
    image_usecache (1= do background load image caching)
    image_cachemegs (maximun MB full-sized precompressed images to keep in memory)
    image_cachemink (minimun KB of precompressed files to defer)
    image_useofflinecompression (write a batch file for offline compression of DDS files)
    image_writeTGA (write .tgas of the non normal maps for debugging)
    image_writenormalTGA (write .tgas of the final normal maps for debugging)
    image_writeprecompressedtextures (write .dds files if necessary)
    image_useprecompressedtextures (use .dds files if present)
    image_usenormalcompressionloadDDSforpal (1 = load dds files,and deswizzle them [only relevant for image_usenormalcompression = 1])
    image_usenormalcompression (2 = use rxgb compression for normal maps,1 = use 256 color compression for no rmal maps if available)
    image_useallformats (allow alpha/intensity/luminance/luminance+alpha)
    image_usecompression (0 = force everything to high quality)
    image_preload (if 0, wait until level end to load images)
    image_colormiplevels (development aid to see texture mip usage)
    image_downsize (controls texture downsampling)
    image_lodbias (change lod bias on mipmapped images)
    image_anisotropy (set the maximun texture anisotropy if available)
    image_filter (changes texture filtering on mipmapped images)
    imagestats (usage - imagestats <lo> <hi>)


    comandos [si]

    si_zerup#
    si_idleserver (game clients are idle)
    si_version (engine version)
    si_autobalance (maintain even teams)
    si_shuffle (shuffle teams after each round)
    si_spectators (allow spectators or require all clients to play)
    si_usepass (enable client password checking)
    si_warmup (do pre-game warmup)
    si_teamdamage (enable team damage)
    si_timelimit (time limit in minutes)
    si_fraglimit (frag limit)
    si_allowhitscantint (use hitscan tint. rail color 0 - no tinting allowed.
    1 - player hitscan tinting allowed in DM and no hitscan tinting in team games.
    2 - player hitscan tinting allowed in DM and use team-color hitscan tints in team games.
    si_allowvoting (enable or disable server option voting)
    si_useready (require players to ready before starting a match)
    si_tourneylimit (number of times a tourney will be run before cycling maps)
    si_capturelimit (score limit for CTF)
    si_minplayers (min number of players to start a game [only when warmup is enabled])
    si_maxplayers (max number of players allowed on the server)
    si_mapcycle (map cycle list semicolon delimited)
    si_map (map to be played next on server)
    si_gametype (game type - singleplayer,DM,TEAM DM,CTF,Arena CTF,or tourney)
    si_name (name of the server)
    si_weaponstay (cannot pick up weapons you already have [get no ammo from them])
    si_countdown (pregame countdown in seconds)
    si_entityfilter (filter to use when spawning entities)
    si_pure (server is pure and does not allow modified data)


    comandos [Cl]

    cl_showentityinfo# 1 para abilitar y 0 para desabilitar
    cl_punkbuster# 1 para abilitar y 0 para desabilitar (is client side punkbuster enabled?)

    comando [sv]

    sv_punkbuster 0
    sv_punkbuster 1

    comandos [A] ~>Ai

    ai_playerpushalways (always allow player to push buddies, unlees scripted)
    ai_debugeyefocus (draws eye focus info)
    ai_allowoldaas (allows al to use most recent aas file,even if it is not up-to-date.enable on ly for testing.)
    ai_useRVMastermove (changes al to use new master move function)
    ai_disablecover (disables al using cover points)
    ai_disablesimplethink (disables simple thinkking in al entities)
    ai_disableattacks (disables attack decisions)
    ai_disableenttactical (disables tactical points around entities)
    ai_showtacticalfeatures#
    ai_showcover#
    ai_animshow#
    ai_freeze#
    ai_allowtacticalrush (allows tactical ai to rush an enemy when hurt)
    ai_debugstealth (draws suspicion info for enemies)
    ai_deungsquad (draws squad info for allies)
    ai_blockedfailsafe (enable blocked fail safe handling)
    ai_show0bstacleavoidance (draws obstacle avoidance information for monsters. if 2, draws obstacles for player, as well)
    ai_showpaths (draws path_* entities)
    ai_showcombatnodes (draws attack cones for monsters)
    ai_testpredictpath#
    ai_debugfilterstring (see ai_debugfilter)
    ai_debughelpers (draws ai helpers)
    ai_debugtactical (draws tactical information for monsters)
    ai_debugtrajectory (draws trajectory tests for monster)
    ai_debugmove (draws movement information for monsters)
    ai_debugscript (displays script calls for the specified monster entity number)


    comandos [PM]

    pm_vehiclecamerascalemax is:"300" default:"300"
    pm_vehiclecameraspeedscale is:"0.5" default "0.5"
    pm_vehiclecameramindist is:"300" default "300"
    pm_vehiclecamerasnap is:"1" default "1"
    pm_forcespectatormove (force the player to move like a spectator [fly])
    pm_frictionoverride (adjust the player friciton.)
    pm_acceloverride (adjust the player acceleration)
    pm_air (howlong in milliseconds the player can go without air beforce he starts taking damege)
    pm_movelview (draws camera from POV of player model [1 = always,2 = when dead])
    pm_thirdpersondeath (enables third person view when player dies)
    pm_thirdperson (enables third person view)
    pm_thirdpersonclip (clip third person view into world space)
    pm_thirdpersonangle (direction of camera from player in 3rd person in degrees [0 = behind player,180 = in front])
    pm_thirdpersonheight (height of camera from normal view height in 3rd person)
    pm_thirdpersonrange (camera distance from player in 3rd person)
    pm_runbob (bob faster when running)
    pm_walkbob (bob slowly when walking)


    comandos [Server]


    // Server
    seta si_name "GameType Revolution 0.17b | P.R. 1.3" // NAME OF YOUR SERVER
    seta si_pure "1" // ALWAYS USE PURE SERVERS
    seta si_maxPlayers "12" // MAXIMAL COUNT OF PLAYERS CONNECTED
    seta si_minPlayers "1" // COUNT OF MINIMAL PLAYERS NEEDED FOR RUNNING THE GAME
    seta si_gameType "G DM"
    seta si_map "mp/q4dm1"
    seta si_mapCycle "mp/q4dm1;mp/q4dm2" // EXAMPLE MAPCYCLE
    seta net_serverAllowServerMod "1" // ALLOWING MOD
    seta net_serverClientTimeout "40"
    seta net_serverDedicated "1"
    seta net_serverMaxClientRate "25600" // MAXIMAL RATE OF A PLAYERS, LEAVE THIS AT VALUE 25600
    seta net_serverMaxUsercmdRelay "5"
    seta net_serverSnapshotDelay "30" // DELAY BETWEEN SNAPSHOTS SENT BY SERVER, 30 IS THE BEST VALUE
    seta net_serverZombieTimeout "5"
    seta net_allowCheats "0" // DON'T ALLOW CHEATS
    seta net_serverReloadEngine "0" // DON'T RELOAD ENGINE EVERYTIME
    seta g_spectatorChat "1" // vALUE 1 ALLOWS SPECTATORS TALK TO THE PLAYERS DURING THE GAME

    //Punkbuster
    seta sv_punkbuster "1" // PUNKBUSTER ENABLED
    seta PB_SV_AutoUpdBan "1" // AUTO UPDATE PB WORLD BAN LIST

    // Passwords
    seta si_usePass "0" // ENABLE/DISABLE PASSWORD USAGE
    seta g_password "" // DEFINE YOUR SERVER PASSWORD
    seta net_serverRemoteConsolePassword "" // SET YOUR RCON PASSWORD HERE

    // Private Slots
    seta g_privatePassword "" // DEFINE A PASSWORD for private slots
    seta si_privatePlayers "0" // HOW MANY OF YOUR SLOTS ARE FOR PRIVATE PLAYERS ONLY ?

    // GTR
    seta si_scoreBotSupport "1" // IF YOU WANT TO USE THE SCOREBOT YOU NEED TO SET THIS 1
    seta si_scoreBotRefreshRate "10"
    seta si_gamemode "gtr"
    seta match_timeoutLength "300"
    seta net_serverRefereePassword "" // YOUR REFEREE PASSWORD

    // Autodownload
    seta net_serverDownload "2"
    seta net_serverDlBaseURL "http://q4files.escapedturkey.net/quake4/pk4s/" // YOUR URL USING HTTP
    seta net_serverDlTable "q4base/cc_brightskins_01.pk4;q4base/cc_weapskins_01.pk4;gtr/map_midairX.pk4;gtr/z-pak-016.pk4;gtr/z-game-linux32-016.pk4;gtr/z-game-win32-016.pk4;" // PATH TO THE FILES AVAILABLE ON THE AUTODOWNLOAD SERVER

    // Masterservers
    seta sv_master1 "q4master.idsoftware.com"
    seta sv_master2 "master3.idsoftware.com"
    seta sv_master3 "master0.gamespy.com"

    // Logging
    seta logFile "0" // THIS ONE ENABLES/DISABLES LOGGING
    seta g_log "0"
    seta logFileName "" // NAME OF YOUR LOGFILE

    // Spawn
    spawnServer


    comandos [Quake4Config.cfg]

    // allow console
    seta com_allowconsole 1


    // userinfos:
    seta ui_name "AÞøçälïÞsïZ"
    seta ui_clan "-K|a|L|a|K|a|Z-"
    seta ui_model "model_player_marine"
    seta ui_skin "base"
    seta ui_showGun "1"
    seta ui_autoReload "1"
    seta ui_autoSwitch "0"
    seta ui_hitscanTint "240 0.6 1"
    seta ui_model_strogg "model_player_kane_strogg"
    seta ui_model_marine ""


    // clientsettings
    seta cl_autoAction "0"
    seta cl_blood "1"
    seta cl_gibs "0"
    seta cl_viewBobbing "0"
    seta cl_grenadeTrail "1"
    seta cl_nailTrail "1"
    seta cl_rocketTrail "1"
    seta cl_tinyRailTrail "1"
    seta cl_enemyColorLegs "00ff00"
    seta cl_enemyColorTorso "00ff00"
    seta cl_enemyColorArms "00ff00"
    seta cl_enemyColorIntensity "1"
    seta cl_teamColorLegs "0000ff"
    seta cl_teamColorTorso "ffffff"
    seta cl_teamColorArms "ff0000"
    seta cl_teamColorIntensity "1"
    seta cl_teamForceColors "7"
    seta cl_weaponConfig10 "-1 -1 -1 15 32 ff7722"
    seta cl_weaponConfig9 "-1 -1 -1 9 24 c433ff"
    seta cl_weaponConfig8 "-1 -1 -1 8 24 ffff99"
    seta cl_weaponConfig7 "-1 -1 -1 7 24 00ff00"
    seta cl_weaponConfig6 "-1 -1 -1 6 24 ff0000"
    seta cl_weaponConfig5 "-1 -1 -1 5 24 99cccc"
    seta cl_weaponConfig4 "-1 -1 -1 4 24 338f12"
    seta cl_weaponConfig3 "-1 -1 -1 3 24 0073ff"
    seta cl_weaponConfig2 "-1 -1 -1 2 24 ff8c00"
    seta cl_weaponConfig1 "-1 -1 -1 1 24 ffff00"
    seta cl_weaponConfig0 "-1 -1 -1 13 32 0088ff"
    seta cl_weaponConfigs "0"
    seta cl_useScreenShotJPEG "0"
    seta cl_editMapLocations "0"
    seta cl_weaponBobbing "0"


    // huds:
    seta hud_lagometerPosition "10 380"
    seta hud_drawTeamOverlay "1"
    seta hud_teamOverlayDrawSelf "1"
    seta hud_showTeamHealth "1"
    seta hud_drawTimer "2"
    seta hud_teamOverlayAlpha "1 0.5"
    seta hud_showSpeed "0"
    seta hud_showJumps "0"
    seta hud_ammoBar "0"
    seta hud_ammoColor "1"
    seta hud_ammoVisible "1"
    seta hud_weaponHighlight "0"
    seta hud_weaponSwitch "3"
    seta hud_weaponVisible "1"
    seta hud_barStyle "0"


    // serverinfos:
    seta si_numPlayers "4"
    seta si_fragLimit "15"
    seta si_timeLimit "0"
    seta si_map "mp/q4dm1"
    seta si_gameType ""
    seta si_voiceChat "0"
    seta si_serverURL ""
    seta si_autobalance "0"
    seta si_shuffle "0"
    seta si_spectators "1"
    seta si_usePass "0"
    seta si_warmup "1"
    seta si_teamDamage "0"
    seta si_suddenDeathRestart "1"
    seta si_privatePlayers "0"
    seta si_allowHitscanTint "2"
    seta si_allowVoting "1"
    seta si_useReady "1"
    seta si_tourneyLimit "3"
    seta si_captureLimit "5"
    seta si_minPlayers "1"
    seta si_maxPlayers "12"
    seta si_mapCycle ""
    seta si_name "IMMORTALZ NEVER DIE"
    seta si_autoAction ""
    seta si_freeModels "0"
    seta si_scoreBotRefreshRate "10"
    seta si_scoreBotSupport "1"
    seta si_roundLimit "7"


    // game settings:
    seta g_privatePassword ""
    seta g_friendsList ""
    seta g_favoritesList ""
    seta g_showHudPopups "0"
    seta g_announcerDelay "1000"
    seta g_mapCycle "mapcycle"
    seta g_gameReviewPause "15"
    seta g_password ""
    seta g_gunViewStyle "0"
    seta g_crosshairCustomFile "gfx/guis/crosshairs/crosshair_q3_8.tga"
    seta g_crosshairCustom "1"
    seta g_crosshairColor "1 0 0 1"
    seta g_crosshairSize "40"
    seta g_brassTime "1"
    seta g_showProjectilePct "0"
    seta g_showHud "1"
    seta g_simpleItems "0"
    seta g_skipItemShadowsMP "1"
    seta g_skipPlayerShadowsMP "1"
    seta g_showPlayerShadow "0"
    seta pm_vehicleSoundLerpScale "10"
    seta pm_vehicleCameraScaleMax "300"
    seta pm_vehicleCameraSpeedScale "0.5"
    seta pm_vehicleCameraMinDist "300"
    seta pm_vehicleCameraSnap "1"
    seta pm_zoomedSlow "100"
    seta g_editEntityTextDistance "256"
    seta g_editEntityDistance "512"
    seta g_showcamerainfo "0"
    seta g_healthTakeLimit "25"
    seta g_healthTakeAmt "5"
    seta g_healthTakeTime "5"
    seta g_useDynamicProtection "1"
    seta g_armorProtectionMP "0.66667"
    seta g_armorProtection "0.66667"
    seta g_nightmare "0"
    seta g_decals "1"
    seta g_doubleVision "0"
    seta g_projectileLights "1"
    seta g_muzzleFlash "1"
    seta g_forceMarineModel "model_player_marine_helmeted_bright"
    seta g_forceStroggModel "model_player_tactical_transfer_bright"
    seta g_forceModel "model_player_marine_helmeted_bright"
    seta g_spectatorChat "1"
    seta g_fov "100"
    seta g_gunZ "0"
    seta g_gunY "0"
    seta g_gunX "0"


    // mouse input:
    seta m_strafeSmooth "4"
    seta m_smooth "1"
    seta m_strafeScale "6.25"
    seta m_yaw "0.022"
    seta m_pitch "0.022"
    seta m_accel "0"
    seta sensitivity "5"


    // general input
    seta in_joystickLeftStickMove "1"
    seta in_toggleZoom "0"
    seta in_toggleCrouch "0"
    seta in_toggleRun "0"
    seta in_alwaysRun "1"
    seta in_freeLook "1"
    seta in_anglespeedkey "1.5"
    seta in_pitchspeed "140"
    seta in_yawspeed "140


    // network:
    seta net_socksPassword ""
    seta net_socksUsername ""
    seta net_socksPort "1080"
    seta net_socksServer ""
    seta net_socksEnabled "0"
    seta net_httpProxyMode "1"
    seta net_httpProxy ""
    seta net_reportUsageStatistics "0"
    seta net_clientDownload "1"
    seta net_serverAllowServerMod "0"
    seta net_LANServer "0"
    seta net_menuLANServer "1"
    seta net_master4 ""
    seta net_master3 ""
    seta net_master2 ""
    seta net_master1 ""
    seta net_clientMaxRate "16000"
    seta net_serverMaxClientRate "25000"
    seta net_serverMenuDedicated "0"
    seta net_serverDlTable ""
    seta net_serverDlBaseURL ""
    seta net_serverDownload "0"
    seta net_clientLagOMeter "1"
    seta net_serverRefereePassword ""


    //punkbuster:
    seta sv_punkbuster "0"
    seta cl_punkbuster "1"


    // sound:
    seta s_useDeferredSettings "1"
    seta s_minStereo "8"
    seta s_deviceName "NVIDIA(R) nForce(TM) Audio"
    seta s_useEAXOcclusion "0"
    seta s_useEAXReverb "0"
    seta s_useOpenAL "0"
    seta s_voiceVolume "1.0"
    seta s_voiceLatency "100"
    seta s_micInputLevel "6"
    seta s_voiceChatEcho "0"
    seta s_voiceChatReceive "1"
    seta s_voiceChatSend "1"
    seta s_radioChatterFraction "0.9"
    seta s_speakerFraction "0.65"
    seta s_numberOfSpeakers "2"
    seta s_subFraction "0.5"
    seta s_meterTopTime "2000"
    seta s_reverse "0"
    seta s_spatializationDecay "2"
    seta s_maxChannelsMixed "16"
    seta s_musicVolume "0"
    seta s_decompressionLimit "2"
    seta s_globalFraction "0.8"
    seta s_playDefaultSound "1"
    seta s_maxSoundsPerShader "0"
    seta s_doorDistanceAdd "150"
    seta s_volume "1"
    seta s_altHitsounds "1"


    // renderer:
    seta r_strictResolutionMatch "1"
    seta r_debugArrowStep "120"
    seta r_debugLineWidth "1"
    seta r_debugLineDepthTest "0"
    seta r_forceLoadImages "0"
    seta r_shadows "1"
    seta r_useSMP "0"
    seta r_skipBump "0"
    seta r_skipSpecular "0"
    seta r_skipNewAmbient "0"
    seta r_renderer "best"
    seta r_brightness "2"
    seta r_gamma "1.3"
    seta r_swapInterval "0"
    seta r_useIndexBuffers "0"
    seta r_customHeight "486"
    seta r_customWidth "720"
    seta r_fullscreen "1"
    seta r_displayRefresh ""
    seta r_mode "7"
    seta r_aspectRatio "0"
    seta r_alphaToCoverage "1"
    seta r_multiSamples "4"
    seta r_skipWorldFX ""
    seta r_forceAmbient "0"


    // image:
    seta image_downSizeLimit "256"
    seta image_ignoreHighQuality "0"
    seta image_downSizeBumpLimit "256"
    seta image_downSizeSpecularLimit "64"
    seta image_downSizeBump "0"
    seta image_downSizeSpecular "0"
    seta image_useCache "0"
    seta image_cacheMegs "100"
    seta image_cacheMinK "30"
    seta image_usePrecompressedTextures "1"
    seta image_useNormalCompressionLoadDDSForPal "1"
    seta image_useNormalCompression "2"
    seta image_useAllFormats "1"
    seta image_useCompression "1"
    seta image_downSize "0"
    seta image_lodbias "0"
    seta image_anisotropy "4"
    seta image_filter "GL_LINEAR_MIPMAP_LINEAR"


    seta bse_rateCost "1.0"
    seta bse_rateLimit "1.0"
    seta bse_scale "1"
    seta gui_mediumFontLimit "0.60"
    seta gui_smallFontLimit "0.30"
    seta win_viewlog_update_count "10"
    seta win_viewlog_ypos "0"
    seta win_viewlog_xpos "0"
    seta win_ypos "22"
    seta win_xpos "3"
    seta demo_enforceFS "0"
    seta gui_configServerRate "0"
    seta com_lastQuicksave "Quick0"
    seta com_skipLevelLoadPause "0"
    seta com_preloadDemos "0"
    seta com_compressDemos "1"
    seta com_videoRam "256"
    seta com_showFPS "1"
    seta com_allowConsole "1"
    seta com_purgeAll "0"
    seta com_machineSpec "2"
    seta sys_lang "english"
    seta pm_bobroll "0.002"
    seta pm_bobpitch "0.002"
    seta pm_bobup "0.005"
    seta pm_runroll "0.005"
    seta pm_runpitch "0.002"
    seta pm_runbob "0.4"
    seta pm_walkbob "0.3"
    seta pm_crouchbob "0.5"
    seta match_overtimeCount "0"
    seta match_overtimeLength "5"
    seta match_overtime "1"
    seta match_timeoutCount "3"
    seta match_timeoutLength "60"
    seta si_gamemode ""
    seta g_onlyArmorTD "0"
    seta g_firstPUrandomSpawn "0"
    seta match_selfDamage "1"
    seta match_fallingDamage "1"
    seta g_maxRespawnTime "10"
    seta g_altMinRespawnLimit "0"
    seta match_respawnOnSD "1"

    IMMORTALZ

    Rank : Elite First Class(*E1C)
    Immortal points : 368468387
    Kalakaz Reputation : 548

    Immortality
    Immortality:
    200000000/1000000000  (200000000/1000000000)

    default Re: Quake4Config.cfg -> super help

    Post by IMMORTALZ on Sat Apr 24, 2010 12:17 am

    una cosa esto funciona en la vercion q4max Very Happy


    to turn the famous skins in q4 can use the following commands:

    cg_forcemodels 1r
    cg_forcecolors 1r


    model to define the enemy can use a range of options that the game brings:
    values:


    model_player_marine
    model_player_marine_morris
    model_player_marine_cortez
    model_player_marine_voss
    model_player_marine_medic
    model_player_marine_tech
    model_player_marine_fatigues
    model_player_marine_helmeted
    model_player_marine_officer
    model_player_kane_strogg
    model_player_tactical_transfer
    model_player_tactical_elite
    model_player_tactical_command
    model_player_failed_transfer
    model_player_slimy_transfer
    model_player_corpse

    cg_enemymodel model_player_tactical_transferr
    cg_teammodel model_player_marine_helmetedr

    for the enemy's colors using the RGB format by defining three values based on this table

    cg_enemycolor 255 0 (green)
    cg_teamcolor 255 255 0 (yellow)

    to activate the hud (heads-up display or indicating vidaarmorammo) only one command with three options for this patch:


    hud_style cpmhud1r
    hud_style cpmhud5r
    hud_style opshud5r

    these commands are available for the mod from version 0.71 q4max

    Here is a list of useful varial:

    possible value variable description
    user
    Dide ui_name player's name
    TQC ui_clan clan name
    ui_model model (avatar) model_player_marine_medic
    ui_skin skinscharactersplayermarine_mp player skin
    com_allowconsole enable a console
    refreshment
    r_brightness brightness, better to raise it to 1.2 gamma
    r_gamma gamma, left the default one
    r_swapinterval vsync, vertical sync 0
    r_shadows shadows 0
    mouse
    in_freelook a clear view
    m_smooth mouse movement smoothing a
    m_strafescale smoothing scale of 6.25 strafe
    m_strafesmooth strafe smoothing scale (pattern) 4
    m_pitch pitch (not inverted) 0022
    yaw m_yaw 0022
    sensitivity mouse sensitivity
    automation
    in_alwaysrun always run a
    Crouch in_togglecrouch 1
    in_togglerun run 1
    view (interface)
    com_showfps show fps 1
    g_fov field of vision 100
    All 1 g_showhud mostrarocultar
    ui_showgun a gun show
    arms
    zoom in_togglezoom 1
    ui_hitscantint colors of the rail 9 4 2
    ui_autoswitch change weapon to cojerla 0

    IMMORTALZ

    Rank : Elite First Class(*E1C)
    Immortal points : 368468387
    Kalakaz Reputation : 548

    Immortality
    Immortality:
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    default Re: Quake4Config.cfg -> super help

    Post by IMMORTALZ on Sat Apr 24, 2010 12:33 am

    to open the cheat console precionas [ctrl] + [alt ]+[º]

    introduse the following commands:

    recommendation 1 to enable and 0 to disable

    cheat -> [monster]

    spawn monster_berserker
    spawn monster_bossbuddy
    spawn monster_convoy_ground
    spawn monster_convoy_hover
    spawn monster_default
    spawn monster_failed_transfer
    spawn monster_failed_transfer_torso
    spawn monster_fatty
    spawn monster_gladiator
    spawn monster_gladiator_shield
    spawn monster_grunt
    spawn monster_gunner
    spawn monster_gunner_grenade_only
    spawn monster_gunner_long_distance
    spawn monster_harvester
    spawn monster_harvester_combat
    spawn monster_hh_tank
    spawn monster_big_hh_tank
    spawn monster_big_hh_tank_convoy
    spawn monster_big_hh_tank_convoy2
    spawn monster_iron_maiden
    spawn monster_it_tank
    spawn monster_makron
    spawn monster_makron_legs
    spawn monster_makron_jr
    spawn monster_network_guardian
    spawn monster_network_guardian_process
    spawn monster_repair_bot
    spawn monster_scientist
    spawn monster_sentry
    spawn monster_slimy_transfer
    spawn monster_stream_protector
    spawn monster_strogg_fighter
    spawn monster_strogg_flyer
    spawn monster_strogg_hover
    spawn monster_strogg_hover_weak
    spawn monster_marine_base
    spawn monster_marine
    spawn monster_strogg_marine_mgun
    spawn monster_strogg_marine_convoy
    spawn monster_strogg_marine_mgun_convoy
    spawn monster_strogg_marine_sgun_convoy
    spawn monster_strogg_marine_long_distance
    spawn monster_strogg_marine_mgun_long_distance
    spawn monster_tactical_base
    spawn monster_tactical
    spawn monster_tactical_mgun
    spawn monster_tactical_blaster
    spawn monster_tactical_railgun
    spawn monster_tactical_unarmed
    spawn monster_teleport_dropper
    spawn monster_turret
    spawn monster_turret_small
    spawn monster_turret_bunker
    spawn monster_turret_flying
    spawn monster_turret_rocket
    spawn monster_harvester_ad
    spawn monster_strogg_marine_mgun_core
    spawn monster_strogg_flyer_tram1b
    spawn monster_strogg_tramcar_driver
    spawn monster_strogg_tramcar_gunner
    spawn monster_strogg_tramcar_blaster
    spawn monster_strogg_tramcar_mgun
    spawn monster_eyestalk

    cheat -> [powerup]

    spawn powerup_quad_damage
    spawn powerup_haste
    spawn powerup_regeneration
    spawn powerup_invisibility
    spawn powerup_guard
    spawn powerup_doubler
    spawn powerup_ammoregen
    spawn powerup_scout

    cheat -> [give]

    give scout
    give doubler
    give guard
    give ammoregen
    give haste
    give quad
    give invis
    give regeneration

    cheat -> [char]

    spawn character_tube_marine_aftest
    spawn char_doctoc
    spawn char_strogg_unarmed
    spawn char_kane_strogg
    spawn char_marine_base
    spawn char_marine_combat
    spawn char_marine_unarmed
    spawn char_marine
    spawn char_marine_shotgun
    spawn char_marine_hyperblaster
    spawn char_marine_choppable
    spawn char_marine_arm_left
    spawn char_marine_arm_right
    spawn char_marine_leg_left
    spawn char_marine_leg_right
    spawn char_marine_fatigues
    spawn char_marine_medic_extras
    spawn char_marine_medic
    spawn char_marine_medic_armed
    spawn char_marine_naked
    spawn char_officer_unarmed
    spawn char_marine_officer
    spawn char_marine_prisoner_unarmed
    spawn char_marine_prisoner
    spawn char_marine_tech_extras
    spawn char_marine_tech
    spawn char_marine_tech_armed
    spawn char_marinehead_default
    spawn char_marinehead_kane
    spawn char_marinehead_kane_mp
    spawn char_marinehead_rhodes
    spawn char_marinehead_morris
    spawn char_marinehead_morris_mp
    spawn char_marinehead_gen_white_2
    spawn char_marinehead_gen_african_american
    spawn char_marinehead_gen_african_american_2
    spawn char_marinehead_general_harper
    spawn char_marinehead_general_harper_mp
    spawn char_marinehead_sledge
    spawn char_marinehead_helmet
    spawn char_marinehead_helmet_mp
    spawn char_marinehead_helmet_madic
    spawn char_marinehead_helmet_tech
    spawn char_marinehead_voss
    spawn char_marinehead_voss_mp
    spawn char_marinehead_voss_strogg
    spawn char_marinehead_gen_asian
    spawn char_marinehead_gen_asian_2
    spawn char_marinehead_gen_asian_3
    spawn char_marinehead_gen_white_3
    spawn char_marinehead_gen_white_4
    spawn char_marinehead_strassa
    spawn char_marinehead_strassa_mp
    spawn char_marinehead_bidwell
    spawn char_marinehead_bidwell
    spawn char_marinehead_cortez
    spawn char_marinehead_cortez_mp
    spawn char_marinehead_anderson
    spawn char_marinehead_anderson_mp
    spawn char_marinehead_doctor_masked
    spawn char_marinehead_half
    spawn char_marinehead_shot
    spawn char_marinehead_kane2
    spawn char_marinehead_kane_mp
    spawn char_marinehead_kanestrg
    spawn char_marinehead_kanestrg_mp
    spawn char_marinehead_npc_cortez_airdefense
    spawn char_marine_npc_ripkey_airdefense
    spawn char_marine_npc_judkins_airdefense
    spawn char_marine_npc_sledge_airdefense
    spawn char_marine_npc_bidwell_airdefense
    spawn char_marine_npc_voss_airdefense
    spawn char_marine_npc_rhodes_airdefense
    spawn char_marine_npc_miller_airdefense
    spawn char_marine_npc_morris_airdefense
    spawn char_marine_npc_metcalf_airdefense
    spawn char_marine_npc_anderson_airdefense
    spawn char_marine_npc_kane_core
    spawn char_marine_npc_morris_core
    spawn char_marine_npc_strauss_core
    spawn char_marine_npc_sledge_core
    spawn char_marine_npc_rhodes_core
    spawn char_marine_cortes_core
    spawn char_marine_npc_harper_core
    spawn char_marine_npc_officer_core
    spawn char_marine_npc_sledge_process1
    spawn char_marine_tramcar_process1_cortez
    spawn char_marine_npc_sledge_process2
    spawn char_marine_npc_sledge_process3
    spawn char_marine_npc_cobrasquad_door
    spawn char_marine_npc_sasaki_recomp
    spawn char_marine_npc_ mills_storage2
    spawn char_marine_npc_rutger_storage2
    spawn char_marine_npc_tramcar_lybeck
    spawn char_marine_npc_cortez_tram1
    spawn char_marine_tramcar_cortez
    spawn char_marine_tramcar
    spawn char_marine_puccini
    spawn char_marine_malgar
    spawn char_marine_elgar


    cheat -> [t]

    testgui
    timedemoquit
    timedemo
    timecnddemo
    testmap
    testid
    testdamage
    tesblend
    tesparticlestoptime
    testanim
    testshaderparm
    testskin
    testmodel
    testsave
    testdeath
    testpointlight
    testlight
    trigger
    teleport
    testsound
    touchmodel
    teststandalonevideo
    testvideo
    testlmage
    touchgui
    touch
    touchfilelist
    touchfile
    testsimd
    toggle
    timescale #

    cheat -> [g]



    getviewpos
    god
    give
    gamekick
    game_memory
    getservers
    getfriends
    gfxlnfo
    gui_edit#
    gui_debugscript #
    gui_debug#
    gui_mediumfontlimit#
    gui_smallfontlimit#
    g_friendslist#
    g_favoriteslist#
    gui_configserverrate#
    g_brasstime #
    g_decals#
    g_projectilelights#
    g_anmouncerdelay#
    g_mapcycle#
    g_voteflags#
    g_gamereviewpause#
    g_password#
    g_gunviewstyle#
    g_showhudpopups#
    g_crosshairtcustomfile#
    g_crosshaiocustom#
    g_crosshaircolor#
    g_crosshairsize#
    g_showprojectilepct#
    g_showhud#
    g_skipltemshadowsmp#
    g_skipplayersahdowsmp#
    g_showplayershadow#
    g_editemtitytextdistance#
    g_editemtitydistance#
    g_showcamerainfo#
    g_healthtakelimit#
    g_healthtakeamt#
    g_healthtaketime#
    g_usedynamamicprotection#
    g_armorprotectionmp#
    g_nightmare#
    g_doublevision#
    g_muzzleflash#
    g_spectatorchat#
    g_perftest_noprojectiles#
    g_perftest_noplayerfocus#
    g_perftest_nojoinnttrasform#
    g_perftes_ainovistrace#
    g_perftest_aiundyling#
    g_perftes_aino0bstacleavoid#
    g_perftest_ainoradoll#
    g_perftest_ainobodge#
    g_perftest_aistationary#
    g_perftest_ainovistrace#
    g_perftest_aiundying#
    g_perftest_weaponnofx#
    g_gravity#


    other commands:




    god: god mode.
    Give ammo: ammo.
    give all Weapons: all the weapons.
    give all: all weapons with ammunition, and armor and life to the fullest.
    gfxinfo: graphic card information.
    com_showfps #: 1 to display the frames per second on screen, 0 to disconnect
    TestLight: create a point of light.
    poplight: Disable "TestLight."
    pm_jumpheight #: indicates the maximum height jumping
    pm_noclipspeed #: indicates how quickly you can move in noclip mode
    pm_speed #: enter your running speed
    pm_crouchspeed #: indicates the speed to duck
    pm_thirdperson #: 1 turns third-person mode, 0 disables it
    g_stoptime #: set to 1 to stop time (can only move around) and 0 to restart time
    g_knockback #: set to 0 to keep monster Attacks from knocking you around
    killmonsters: removes all monsters in level.
    notarget: invisibility
    noclip: enables the ability to fly and pass through objects.
    com_allowconsole 1: to open and close the console with ~
    Publisher: closes the game and open the editor.
    avidemo: record heading into a movie in avi format.
    g_showplayershadow #: 1 shows the shadows, 0 delete them.
    kill: suicide.
    char_marine_tech_armed spawn and summoned to an engineer who can repair your armor.
    char_marine_medic spawn and summoned a doctor to help you.
    spawn char_marine: summons a marine who will help you fight.
    Give weapon_dmg: dark matter gun with ammunition.
    Give weapon_railgun: railgun ammunition.
    Give weapon_lightninggun: lightning gun with ammunition.
    Give weapon_grenadelauncher: grenade launcher ammunition.
    Give weapon_nailgun: nailgun ammo.
    Give weapon_rocketlauncher: rocket launcher ammunition.
    Give weapon_hyperblaster: Hyperblaster with ammunition.
    Give weapon_shotgun: shotgun ammo.
    Give weapon_machinegun: machinegun with ammunition.
    Give Weapons: All weapons with ammunition.
    Give item_health_mega: life up to 200
    Give armor: armor to the maximum.
    Give health: life to the fullest.
    quit: quit the game.
    xy screenshot: replace x and y screen resolutions format 4
    Give quad: Multiply by 4 the damage of your weapons
    timescale 15: speeds up the game.
    timescale 1: normal play speed.
    clear: exit the console.
    modview: lance modeler views.
    savegame: save the game.
    screenshotjpeg: record screen jpeg.
    undying: immortality.

    IMMORTALZ

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    default Re: Quake4Config.cfg -> super help

    Post by IMMORTALZ on Sat Apr 24, 2010 12:36 am

    commands:



    before starting.

    iv quake has the Doom III graphics engine, so many commands and options will be common to both games.
    the first thing you do is a copy of the configuration file, quake4config.cfg that is in the folder where you installed there q4base the game, this will avoid problems later. can also restore the default configuration file by removing only quake4config.cfg, the game will generate a new one.
    #
    Index:

    1 .- console
    2 .- our own configuration file (the config)
    3 .- syntax
    4 .- performance settings
    5 .- nick coloring
    6 .- removes the player's movement while walking, balancing
    7 .- several variables varied
    8 .- actions assigned to keys (bindeables)

    links.
    license.

    #
    1 .- console.

    iv quake console will serve to cover all types of commands and configuration commands to the game.
    to enter the console, simply press "ctrl + alt + ~" key "~" is the one above the tab (to 1).
    This key combination is often horrible to use, let's change it to open the console just by pressing "~"

    * Modify the shortcut to the game:
    instead of "c: \ Program Files softwarequake 4quake4.exe"
    will "c: \ Program Files softwarequake 4quake4.exe" + set com_allowconsole 1

    we can avoid leaving three introductions entering the game (id Software, Raven Software and Activision), modifying the shortcut:

    * Modify the shortcut to the game:
    instead of "c: \ Program Files softwarequake 4quake4.exe"
    will "c: \ Program Files softwarequake 4quake4.exe" 1 + + set disconnect com_allowconsole

    to record all the text in the console in a text file by typing 'condump nombre_del_fichero.txt'.

    #
    2 .- our own configuration file (the config)

    entering the game, he charged, if any, a file called 'autoexec.cfg' There we put our commands to load automatically upon entering, if we keep our settings in another file, eg 'dide.cfg' we write on the console "exec dide.cfg 'or write in the' autoexec.cfg '.
    configuration file will be executed sequentially, that is, if we have the same command twice with different values, the latter shall prevail and they will overwrite the first value.
    We will see some basic commands.
    #
    3 .- syntax

    to write comments using the following syntax:

    the two bars will show the game
    not interpret what comes next
    which is a commentary by the author to provide
    subsequent reading or editing, comments
    are very important, a programmer tells you:)


    to assign a key to a particular action, use the command 'bind' followed by the pound and the command to be executed:

    m o v i m i e n t o

    bind "w" "_forward" advance

    bind "a" "_moveleft"

    bind "s" "_back" back

    bind "d" "_moveright"

    bind "space" "_speed" caminarcorrer

    We shall see all movement commands and others, now only interested in the syntax.
    other commands that are not allocations are prefixed with "set" or "mushroom" (this store), there are 5 numbers, but so far only using 'set' and we will store it in your configuration file.

    to show the number of frames per second (fps) that is able to process your computer will use the following command:

    September com_showfps "1?

    default and like the game Doom III is limited to 60 fps, to override the limitation of fps add the following command:

    September com_fixedtic "-1?

    This command does not improve the performance of your computer but it serves to get started:), the default value is "0?.
    #
    4 .- performance settings

    September image_useCache "1? active options.
    September image_cachemegs "128? cache size of compressed images, 128 for 512mb of system ram to 1GB 196-256
    image_cachemink September "2048? This need to put the game does not crash.

    and more:

    September image_downsizespecular "1? the decrease of active textures for some types of glare, useful if your graph has less than 256mb of ram.
    September image_downsizebump "1? toggles the size of the textures for maps 'dump' for graphic
    September image_downsize "1? toggles the size of the textures, for graphics
    September image_downsizespecularlimit "512? 1024 for 256mb gfx 512 for 128mb gfx 256 for 64mb
    September image_downsizebumplimit "512? 1024 for 256mb gfx 512 for 128mb gfx 256 for 64mb
    September image_downsizelimit "512? 1024 for 256mb gfx. 512 for 128mb gfx. 256 for 64mb
    September image_lodbias "0.2? 0 by default, level of detail to arms.

    other interesting graphics options:

    September g_muzzleflash "0? rendered or not the flash of shooting, defaults to 0
    September g_brasstime "0? to show the cartridges when you shoot.
    September g_projectilelights "0? remove the missiles lights
    September g_skipitemshadowsmp "0? eliminates the shadows of the items, multiplayer Siol
    September g_skipplayershadowsmp "0? eliminates the shadows of the players, multiplayer only.
    September g_showplayershadow "0? eliminates the shadows of the players, single player
    September g_skipvieweffects "0? eliminates some special effects.

    brightness and gamma:

    September r_brightness "1.4? brightness, default 1.2
    September r_gamma "1.5? gamma defaults to 1

    #
    5 .- nick coloring

    example: ^ ^ 3e = Dide 1did

    ^ 1 red

    ^ 2 green

    ^ 3 yellow

    ^ 4 blue

    Blue ^ 5

    ^ 6 pink

    ^ 7 white

    ^ 8 gray

    #
    6 .- removes the player's movement while walking, balancing

    September pm_runbob "0? 0.4 default
    September pm_runpitch "0? defaults to 0002
    September pm_runroll "0? defaults to 0005
    September pm_walkbob "0? 0.3 default
    September pm_bobpitch "0? defaults to 0002
    September pm_bobroll "0? defaults to 0002
    September pm_bobup "0? defaults to 0005
    September pm_crouchbob "0? 0.5 default

    #
    7 .- .- varied several variables:)

    Here is a list of useful variables:
    possible value variable description
    user
    Dide ui_name player's name
    TQC ui_clan clan name
    ui_model model (avatar) model_player_marine_medic
    ui_skin skinscharactersplayermarine_mp player skin
    com_allowconsole enable a console
    refreshment
    r_brightness brightness, better to raise it to 1.2 gamma
    r_gamma gamma, left the default one
    r_swapinterval vsync, vertical sync 0
    r_shadows shadows 0
    mouse
    in_freelook a clear view
    m_smooth mouse movement smoothing a
    m_strafescale smoothing scale of 6.25 strafe
    m_strafesmooth strafe smoothing scale (pattern) 4
    m_pitch pitch (not inverted) 0022
    yaw m_yaw 0022
    sensitivity mouse sensitivity 8 (I am very sensitive:)
    automation
    in_alwaysrun always run a
    Crouch in_togglecrouch 1
    in_togglerun run 1
    view (interface)
    com_showfps show fps 1
    g_fov field of vision 100
    All 1 g_showhud mostrarocultar
    ui_showgun a gun show
    arms
    zoom in_togglezoom 1
    ui_hitscantint colors of the rail 9 4 2
    ui_autoswitch change weapon to cojerla 0

    #
    8 .- actions assigned to keys (bindeables)
    Action description
    items
    _attack shooting
    _zoom activate zoom
    ammunition reloading _impulse13
    _impulse14 previous weapon
    _impulse15 next weapon
    activardesactivar _impulse50 flashlight
    arms
    _impulse0 glove
    _impulse1 cut
    _impulse2 machine gun
    Hyperblaster _impulse3
    _impulse4 grenades
    plasma _impulse5
    bazoca _impulse6
    railgun _impulse7
    _impulse8 ray
    BFG _impulse9
    control character
    _forward advance
    Back _back
    _moveleft
    _moveright
    skip _moveup
    Crouch _movedown
    correrandar _speed
    communication
    _voicechat voice chat
    clientmessagemode global message
    clientmessagemode a group message
    gestures
    emote salute gesture
    gesture emote cheer
    gesture taunt emote
    grab_a gesture emote
    interface control
    togglemenu menu
    toggleconsole console
    _impulse19 score goals
    _ingamestats multiplayer statistics
    pause pause the game
    functions
    _impulse28 vote if
    _impulse29 vote no
    _impulse17 prepared
    _impulse20 change teams
    _impulse21 viewer change room
    _impulse22 viewing,
    Quick Save savegame quick starting
    loadgame starting quick fast charge
    suicide kill -1
    reconnect reconnect
    disconnect switch
    exit out of the game
    screenshot
    screenshot screenshot in tga
    screenshotjpg screenshot in jpg



    another little help ...
    Courtesy of:

    wolf for newbies
    wolf for newbies - cvars link

    cvars (variables console)

    A table of cvars with some notes on where they are used, what values can be taken and a brief description if I know. I also added some notes the variables that you can "trick" to improve your framerate. values are binary, ie 0 or 1, can be defined as switches, to give you the ability to change its value quickly from one state to another. other cvars with a range of values can be configured using a cyclic command, which lets you travel values in cycles.

    toggles (switches)
    any command that may have a binary value can be defined by a switch. For example, the variable "always run" (running always) supports the values 0 or 1, so that we could create a switch that allows us to switch between 0 and 1 by pressing a key. This has two advantages:
    1. in the case of the command "+ speed" (running), no need to hold down the shift key to run and release to just walk. if you do not want to draw attention of the opposite, so going to change then press again to continue career mode.
    2. is a way to economize on the use of keys. use only one key instead of using two (one for walking and one for running).

    the syntax of this command is as follows:
    bind [key] Oggle [command] r
    [Key] is the key to use, without putting []
    [Command] is the command in quotation marks, without putting the []

    here's a couple of examples I have in my "autoexec.cfg"

    ui_showgun Oggle bind alternating shift if it shows the gun: 1-yes, 0-no.
    bind f3 Oggle com_showfps displays the fps's 1-yes 0-no.
    bind f4 Oggle g_showwaypoints displays crossing points: 1-yes, 0-no.
    bind f5 Oggle g_rotatecommandmap enables rotation of the map: 1-yes, 0-no.

    look in your configuration of variables that can take values of 0 or 1. all of them can be configured as switches.

    cycle (cycling)
    cycling allows the player to traverse a range of different values with a simple command. For example, you can use to change the icon size of the players. how to do it:

    bind [key] "cycle [variable] [initial value] [final value] [increment (optional)]"

    in case you want to use a cycle to change the icon size players would be something like this:

    bind [key] "cycle g_playericonsize October 1930 5" (initial 10-May-30-final installments of 5)

    this changes the size of the icon of the players in steps of 5, starting at 10-30, and back again.


    philosophical question - does the optimization of cvars is cheating?
    I think not. improving cvars is available to everyone that google search, open a cfg file, copy and paste. need not be known nuclear engineering, after all, did you know to find your way here alone.
    in addition, server administrators make the rules, limit what they consider acceptable for play (cvars, played mods, mod settings, Bla bla bla). to enforce "their standards" of the game, have a couple of tools available (rcon, PunkBuster, personal presence, ...) with which they can monitor and moderate their servers, I stress: their servers and their communities.
    as guest players "home person" (this is of my own), we have two obligations:
    1 - play by their rules.
    2 - if you do not like their rules, leave and find another server that is to your liking.

    all this, keep in mind that we are in a beta testing ...

    finally, what does all this mean for the "tweaker"?. each administrator defines a range or legal values for each cvar, and help the PunkBuster to control compliance. Players are allowed to modify those values cvar only within certain limits. those "tweakers" in excess of one or more of these limits, just have to find another server. Is this cheating? hard, because knowing the rules, you'll see which servers you want to play.

    If you disagree, do not go from here.

    if you do not share my philosophy about optimization and cheating, then do not follow along and "save your soul" ....

    visibility and performance tweaks (improved performance and visibility)
    first of all that is here is a good thread which answers many questions about the limits of fps's and make some parallel between fluency and pure fps's.

    com_allowconsole one can download only console by pressing "No" instead of "ctrl + alt + º"


    general customization
    all that comes below is to turn off swinging and rocks as you move.

    pm_crouchbob 0
    pm_bobroll 0
    pm_bobpitch 0
    pm_bobup 0
    pm_runroll 0
    pm_runpitch 0
    pm_runbob 0
    pm_walkbob 0

    g_chatdefaultcolor 0 0 0 0 defines the color of general chat rgba format (0-0-0 = black)
    g_chatfireteamcolor 0 0 0 0 defines the color of fire team chat rgba format (0-0-0 = black)
    g_chatteamcolor 0 0 0 0 defines the color of team chat rgba format (0-0-0 = black)

    rgba format consists of four numbers, the first three of 0-255, and the fourth is the alpha channel which measures the level of transparency or opacity. For example, red equals 255 0 0. in the example given is black (0 0 0).

    performance improvements
    r_shadows 0 removes shadows beneficial internal and external does not affect the light
    r_skipstuff one off the appearance of foliage and grass, that is, remove "crap"
    setmachinespec 0 adjust your graphic settings to minimum and load the "minspec.cfg" which contains some additional settings that will help in pc's slow
    r_mode can always play with your screen resolution
    g_showplayershadow 0 removes the shadow of the player
    g_decals 0 disables the bullets marks

    improving the graphics quality
    image_lodbias -1 to 1 sets the minimap to use at a given distance. generally "-1" gives an image with many squares, while "1" gives a somewhat blurred image. you can use intermediate values as 0.25 if you like or outliers.
    0 r_megadrawmethod greatly improves lighting quality and improves the effect of depth of field of vision.
    r_md5lodscale 10 hides the transition from low resolution models with long distance to much detail (vehicles, players)
    seta image_detailpower 1 controls how fast the detail textures diffuse (0 = mipmap normal, 1 = falls after the first level)
    r_renderprogramloddistance 400 affects the distance over which are rendered special effects such as shiny metal



    Optimized Visibility
    ui_showgun 0 removes the gun to the sight and sound cartridges for gdf. another note: you can not combine the commands of weapons with anything, because it is not possible to remove in a selective model of weapon and leave the tool selectively. g_playericonsize 10 reduces the size of the icon players
    g_weaponswitchtimeout and # 65 533; off the animation of the weapon to remove those that are available when you switch weapon
    gui_showtooltips and # 65 533; off emerging tools
    gui_crosshairspreadscale and # 65 533; define the sizes of vertical and horizontal bars around the spotlight
    gui_crosshairgrenadealpha and # 65 533, 286 585 sets the transparency of the circular progress indicator granadasherramientas
    gui_crosshairstatsalpha and # 65 533; change transparency of the indicators of health and ammo (0 = off)
    gui_crosshairspreadalpha and # 65 533; change the transparency of the scale indicator spread
    gui_crosshairalpha and # 65 533; 0.5 changes the level of transparency in the spotlight
    g_showfireteamlocation 0 only shows the name and health of your fire team hud.


    if you have a core 2 duo that is very interesting

    threaded optimization in the control panel auto envy.

    r_threadedrenderer to 2 if you have a duo core or quad-core this cvar comes with patch 1.2



    Source: Forums territorioenemigo of chusz forero

    berserk put something if you think it's interesting in the main post.

    I and applied almost everything .. rolling over all of the doll


    commands for the character model


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    to turn the famous skins in q4 can use the following commands:

    1st cg_forcemodels
    1st cg_forcecolors



    model to define the enemy can use a range of options that the game brings:
    values:
    model_player_marine
    model_player_marine_morris
    model_player_marine_cortez
    model_player_marine_voss
    model_player_marine_medic
    model_player_marine_tech
    model_player_marine_fatigues
    model_player_marine_helmeted
    model_player_marine_officer
    model_player_kane_strogg
    model_player_tactical_transfer
    model_player_tactical_elite
    model_player_tactical_command
    model_player_failed_transfer
    model_player_slimy_transfer
    model_player_corpse

    model_player_tactical_transferr cg_enemymodel
    model_player_marine_helmetedr cg_teammodel



    for the enemy's colors using the RGB format by defining three values based on this table

    cg_enemycolor and # 65 533; 255 0 (green)
    cg_teamcolor 255 255 0 (yellow)



    to activate the hud (heads-up display or indicating vidaarmorammo) only one command with three options for this patch:

    cpmhud1r hud_style
    cpmhud5r hud_style
    opshud5r hud_style



    * Note: these commands are available for the mod from version 0.71 q4max



    Here is a list of useful varial:



    possible value variable description
    user
    Dide ui_name player's name
    TQC ui_clan clan name
    ui_model model (avatar) model_player_marine_medic
    ui_skin skinscharactersplayermarine_mp player skin
    com_allowconsole enable a console
    refreshment
    r_brightness brightness, better to raise it to 1.2 gamma
    r_gamma gamma, left the default one
    r_swapinterval vsync, vertical sync 0
    r_shadows shadows 0
    mouse
    in_freelook a clear view
    m_smooth mouse movement smoothing a
    m_strafescale smoothing scale of 6.25 strafe
    m_strafesmooth strafe smoothing scale (pattern) 4
    m_pitch pitch (not inverted) 0022
    yaw m_yaw 0022
    sensitivity mouse sensitivity
    automation
    in_alwaysrun always run a
    Crouch in_togglecrouch 1
    in_togglerun run 1
    view (interface)
    com_showfps show fps 1
    g_fov field of vision 100
    All 1 g_showhud mostrarocultar
    ui_showgun a gun show
    arms
    zoom in_togglezoom 1
    ui_hitscantint colors of the rail 9 4 2
    ui_autoswitch change weapon to cojerla 0

    IMMORTALZ

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    Immortal points : 368468387
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    default Re: Quake4Config.cfg -> super help

    Post by IMMORTALZ on Sat Apr 24, 2010 12:43 am

    well here we go, the 999 colors for quake 4 so give it a good look at your nick Arrow

    http://www.quake4.fr/index.php?f_id_contenu=621&f_id_type=44

    here you find the icons of quake 4 Arrow

    http://ucguides.savagehelp.com/Quake4/q4icons.htm

    IMMORTALZ

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    Immortal points : 368468387
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    default Re: Quake4Config.cfg -> super help

    Post by IMMORTALZ on Sat Apr 24, 2010 12:46 am

    weapons

    ^ Iw09 for the dark matter gun symbol
    ^ Iw00 symbol for The Gauntlet
    ^ Iw04 symbol for the grenade launcher
    ^ Iw03 hyperblaster for the symbol
    ^ Iw08 lightninggun for the symbol
    ^ Iw01 machinegun for the symbol
    ^ Iw05 symbol for the nailgun
    ^ Iw07 symbol for the railgun
    ^ Iw06 rocketlauncher for the symbol
    ^ Iw02 symbol for the shotgun




    other symbols

    ^ Idm1 for a green x
    ^ Iarr for a right arrow
    ^ Idm0 for a skull and crossbones
    ^ Ifve for a star
    ^ Idse for the Armor Shard symbol
    ^ Idbl For The doubler symbol
    ^ Igrd for the Guard symbol
    ^ Iflm for the Marine flag symbol
    ^ Ipse for the padlock symbol
    ^ Ifdd Played for the muted symbol
    ^ Ifde unmuted Played for the symbol
    ^ Ipbe for the PunkBuster logo
    ^ Irgn symbol for the regeneration
    ^ Isct for the scout symbol
    ^ Ifls for the Strogg Flag symbol
    ^ Ivcd voice for the disabled symbol
    ^ Ivce for the voice enabled symbol

    IMMORTALZ

    Rank : Elite First Class(*E1C)
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    Immortality
    Immortality:
    200000000/1000000000  (200000000/1000000000)

    default GreeTiNgzzZ

    Post by IMMORTALZ on Sat Apr 24, 2010 12:50 am

    well that is all I hope you like! ! !


    ~
    er ist entkommen .. wir ihn erfassen tryed aber er war zu stark und zu schnell. whiterman entgangen .. Aufmerksamkeit ... Sie müssen laufen, weil er kommt, um uns alle töten ganderxdanger never diez

    diScOdAnCer*

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    default greetz

    Post by diScOdAnCer* on Sat Apr 24, 2010 4:26 pm

    ~

    GOOD work> > >nice intel

    Like a Star @ heaven


    ~
    sPiRiT øF tHe NiGhT ·|-<

    IMMORTALZ

    Rank : Elite First Class(*E1C)
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    default thanks Friend

    Post by IMMORTALZ on Sat Apr 24, 2010 4:33 pm

    exo because I do this for kalakaz Very Happy


    ~
    er ist entkommen .. wir ihn erfassen tryed aber er war zu stark und zu schnell. whiterman entgangen .. Aufmerksamkeit ... Sie müssen laufen, weil er kommt, um uns alle töten ganderxdanger never diez

    gio

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    default Re: Quake4Config.cfg -> super help

    Post by gio on Sun May 02, 2010 11:37 am

    valla pila de movidas xaval de no se te habra Cuánto tiempo Costao Pero una Valió la pena:) + Cool

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    default Re: Quake4Config.cfg -> super help

    Post by Sponsored content Today at 2:46 pm


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