What's an anime? I like some anime.
Posts by B-e-t-a
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Day/night or just plain night sounds good to me.
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Grjiun would still be able to use whatever view distance he's using now. PointGuard only wants to know if we should increase the maximum allowable view distance that clients are allowed to set their CVARs to.
And is there a setting to make gauss jeeps show up sooner?
eh you're right. I guess I wasn't thinking when I thought that. erm, that's what I get for thinking.
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lol what was that mang!
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Yea I think it's client-side. But the server has some control over client settings. That also why some settings are forced to "custom" and you can't adjust them.
Increasing the draw distance will take a hit on FPS performance. From what I read, it should only be a minimal hit. I say adjust it very little at a time and see how people react to it. I'm worried most about Grjiun since he doesn't have a dedicated GPU. There are probably other players that are like him in that respect.
I read an article one time on how to optimize Crysis and Crysis Wars and stuff. Supposedly, you can change the view distance along with something else without a hit on performance. I think this other setting handles the way the CryEngine renders distant textures or something. Anyway, here is a text file with a bunch of CryEngine commands. Some work on Crysis, some on Crysis Warhead, and some on Crysis Wars. Mostly, these are client-side commands.
Copy-paste this to a text file.
Code
Display Moreaa_maxDist ac_animErrorClamp ac_animErrorMaxAngle ac_animErrorMaxDistance ac_clampTimeAnimation ac_clampTimeEntity ac_ColliderModeAI ac_ColliderModePlayer ac_debugAnimEffects ac_debugAnimError ac_debugAnimTarget ac_debugCarryCorrection ac_debugColliderMode ac_debugEntityParams ac_DebugFilter ac_debugFutureAnimPath ac_debugLocations ac_debugLocationsGraphs ac_debugMotionParams ac_debugMovementControlMethods ac_debugPrediction ac_debugSelection ac_debugSelectionParams ac_debugText ac_debugTweakTrajectoryFit ac_debugXXXValues ac_disableFancyTransitions ac_disableSlidingContactEvents ac_enableExtraSolidCollider ac_enableProceduralLeaning ac_entityAnimClamp ac_forceSimpleMovement ac_frametime ac_movementControlMethodFilter ac_movementControlMethodHor ac_movementControlMethodVer ac_predictionProbabilityOri ac_predictionProbabilityPos ac_predictionSmoothingOri ac_predictionSmoothingPos ac_targetcorrectiontimescale ac_templateMCMs ac_triggercorrectiontimescale ag_action ag_adjustToCatchUp ag_averageTravelSpeed ag_breakmode ag_breakOnQuery ag_debug ag_debugErrors ag_debugExactPos ag_debugLayer ag_debugMusic ag_drawActorPos ag_ep_correctMovement ag_ep_showPath ag_forceAdjust ag_forceInsideErrorDisc ag_fpAnimPop ag_humanBlending ag_item ag_lockToEntity ag_log ag_logeffects ag_logselections ag_logsounds ag_logtransitions ag_log_entity ag_measureActualSpeeds ag_physErrorInnerRadiusFactor ag_physErrorMaxOuterRadius ag_physErrorMinOuterRadius ag_physErrorOuterRadiusFactor ag_queue ag_safeExactPositioning ag_showmovement ag_showPhysSync ag_signal ag_stance aim_assistAimEnabled aim_assistAutoCoeff aim_assistCrosshairDebug aim_assistCrosshairSize aim_assistMaxDistance aim_assistRestrictionTimeout aim_assistSearchBox aim_assistSingleCoeff aim_assistSnapDistance aim_assistTriggerEnabled aim_assistVerticalScale ai_AdjustPathsAroundDynamicObstacles ai_AgentStatsDist ai_AllowAccuracyDecrease ai_AllowAccuracyIncrease ai_AllTime ai_AmbientFireQuota ai_AmbientFireUpdateInterval ai_AttemptStraightPath ai_Autobalance ai_BannedNavSoTime ai_BeautifyPath ai_BigBrushCheckLimitSize ai_CloakIncrementMod ai_CloakMaxDist ai_CloakMinDist ai_CrowdControlInPathfind ai_DebugDraw ai_DebugDrawAdaptiveUrgency ai_DebugDrawAmbientFire ai_DebugDrawAStarOpenList ai_DebugDrawBannedNavsos ai_DebugDrawBulletEvents ai_DebugDrawCollisionEvents ai_DebugDrawCrowdControl ai_DebugDrawDamageControl ai_DebugDrawDamageParts ai_DebugDrawDeadBodies ai_DebugDrawDynamicHideObjectsRange ai_DebugDrawExpensiveAccessoryQuota ai_DebugDrawGrenadeEvents ai_DebugDrawHashSpaceAround ai_DebugDrawHidespotRange ai_DebugDrawLightLevel ai_DebugDrawObstrSpheres ai_DebugDrawPlayerActions ai_DebugDrawReinforcements ai_DebugDrawSoundEvents ai_DebugDrawStanceSize ai_DebugDrawVegetationCollisionDist ai_DebugDrawVolumeVoxels ai_DebugInterestSystem ai_DebugPathfinding ai_DebugTargetSilhouette ai_DrawagentFOV ai_DrawAreas ai_DrawBadAnchors ai_DrawDistanceLUT ai_DrawExplosions ai_DrawFakeDamageInd ai_DrawFakeHitEffects ai_DrawFakeTracers ai_DrawFormations ai_DrawGetEnclosingFailures ai_DrawGoals ai_DrawGroup ai_DrawGroupTactic ai_DrawHidespots ai_DrawModifiers ai_DrawNode ai_DrawNodeLinkCutoff ai_DrawNodeLinkType ai_DrawOffset ai_DrawPath ai_DrawPathAdjustment ai_DrawPatterns ai_DrawProbableTarget ai_DrawRadar ai_DrawRadarDist ai_DrawReadibilities ai_DrawRefPoints ai_DrawShooting ai_DrawSmartObjects ai_DrawStats ai_DrawTargets ai_DrawTrajectory ai_DrawType ai_DrawUpdate ai_DrawVisCheckQueue ai_DynamicTriangularUpdateTime ai_DynamicVolumeUpdateTime ai_DynamicWaypointUpdateTime ai_EnableAsserts ai_EnableWarningsErrors ai_ExtraForbiddenRadiusDuringBeautification ai_ExtraRadiusDuringBeautification ai_ExtraVehicleAvoidanceRadiusBig ai_ExtraVehicleAvoidanceRadiusSmall ai_ForceAllowStrafing ai_ForceLookAimTarget ai_ForceStance ai_HideDraw ai_IgnorePlayer ai_IgnoreVisibilityChecks ai_IncludeNonColEntitiesInNavigation ai_InterestDetectMovement ai_InterestEnableScan ai_InterestScalingAmbient ai_InterestScalingEyeCatching ai_InterestScalingMovement ai_InterestScalingScan ai_InterestScalingView ai_InterestSwitchBoost ai_InterestSystem ai_Locate ai_LogConsoleVerbosity ai_LogFileVerbosity ai_LogSignals ai_MaxSignalDuration ai_MaxVisRaysPerFrame ai_MovementSpeedDarkIllumMod ai_MovementSpeedMediumIllumMod ai_NoUpdate ai_ObstacleSizeThreshold ai_OverlayMessageDuration ai_PathfinderUpdateTime ai_PathfindTimeLimit ai_PredictivePathFollowing ai_ProfileGoals ai_ProtoROD ai_ProtoRODAffectMove ai_ProtoRODAliveTime ai_ProtoRODFireRange ai_ProtoRODGrenades ai_ProtoRODHealthGraph ai_ProtoRODLogScale ai_ProtoRODReactionTime ai_ProtoRODRegenTime ai_ProtoRODSilhuette ai_ProtoRODSpeedMod ai_PuppetDirSpeedControl ai_RadiusForAutoForbidden ai_Recorder ai_Recorder_Buffer ai_RecordFilter ai_RecordLog ai_RODAliveTime ai_RODAmbientFireInc ai_RODCombatRangeMod ai_RODCoverFireTimeMod ai_RODDirInc ai_RODKillRangeMod ai_RODKillZoneInc ai_RODLowHealthMercyTime ai_RODMoveInc ai_RODReactionDarkIllumInc ai_RODReactionDirInc ai_RODReactionDistInc ai_RODReactionLeanInc ai_RODReactionMediumIllumInc ai_RODReactionTime ai_RODStanceInc ai_SightRangeDarkIllumMod ai_SightRangeMediumIllumMod ai_SimpleWayptPassability ai_SmartObjectUpdateTime ai_SOMSpeedCombat ai_SOMSpeedRelaxed ai_SoundPerception ai_StatsTarget ai_SteepSlopeAcrossValue ai_SteepSlopeUpValue ai_SystemUpdate ai_ThreadedVolumeNavPreprocess ai_TickCounter ai_UpdateAllAlways ai_UpdateInterval ai_UpdateProxy ai_UseAlternativeReadability ai_UseCalculationStopperCounter ai_UseObjectPosWithExactPos ai_WaterOcclusion aln_debug_filter aln_debug_movement ban_timeout capture_file_format capture_folder capture_frames ca_AimIKFadeout ca_AnimationsUsageStatistics ca_AnimWarningLevel ca_AttachmentCullingRation ca_CharEditModel ca_DeathBlendTime ca_DebugAnimUpdates ca_DebugAnimUsage ca_debugCaps ca_DebugFacial ca_DebugFacialEyes ca_DebugFootPlants ca_DebugModelCache ca_DebugSkeletonEffects ca_DebugText ca_DecalSizeMultiplier ca_DisableAnimEvents ca_DrawAimPoses ca_DrawAttachmentOBB ca_DrawAttachments ca_DrawBBox ca_DrawBinormals ca_DrawBodyMoveDir ca_DrawCharacter ca_DrawDecalsBBoxes ca_DrawEmptyAttachments ca_DrawFaceAttachments ca_DrawFootPlants ca_DrawIdle2MoveDir ca_DrawLookIK ca_DrawMotionBlurTest ca_DrawNormals ca_DrawPositionPost ca_DrawPositionPre ca_DrawSkeleton ca_DrawTangents ca_DrawWireframe ca_DumpAssetStatistics ca_EnableAnimationLog ca_EnableAssetStrafing ca_EnableAssetTurning ca_EnableCoolReweighting ca_EnableCoolTransitions ca_eyes_procedural ca_FacialAnimationRadius ca_FootAnchoring ca_ForceNullAnimation ca_FPWeaponInCamSpace ca_GameControlledStrafing ca_GroundAlignment ca_JustRootUpdate ca_KeepModels ca_lipsync_debug ca_lipsync_phoneme_crossfade ca_lipsync_phoneme_offset ca_lipsync_phoneme_strength ca_lipsync_vertex_drag ca_LoadDatabase ca_LoadUncompressedChunks ca_lod_ratio ca_LogAnimation ca_MemoryUsageLog ca_NoAnim ca_NoDeform ca_PrintDesiredSpeed ca_Profile ca_RandomScaling ca_SaveAABB ca_SphericalSkinning ca_travelSpeedScaleMax ca_travelSpeedScaleMin ca_UnloadAimPoses ca_UseAimIK ca_UseAnimationsCache ca_UseDecals ca_UseFacialAnimation ca_UseLookIK ca_UseMorph ca_UsePhysics cl_actorsafemode cl_bandwidth cl_bob cl_camera_nearz cl_camera_noise cl_camera_noise_freq cl_crouchToggle cl_debugFreezeShake cl_debugSwimming cl_fov cl_fpBody cl_frozenAngleMax cl_frozenAngleMin cl_frozenKeyMult cl_frozenMouseMult cl_frozenSensMax cl_frozenSensMin cl_frozenSoundDelta cl_frozenSteps cl_gs_cdkey cl_gs_email cl_gs_nick cl_gs_password cl_headBob cl_headBobLimit cl_hitBlur cl_hitShake cl_hud cl_invertController cl_invertMouse cl_motionBlur cl_nearPlane cl_packetRate cl_righthand cl_screeneffects cl_sensitivity cl_sensitivityZeroG cl_serveraddr cl_serverpassword cl_serverport cl_shallowWaterDepthHi cl_shallowWaterDepthLo cl_shallowWaterSpeedMulAI cl_shallowWaterSpeedMulPlayer cl_sprintBlur cl_sprintShake cl_strengthscale cl_tpvDist cl_tpvYaw cl_voice_recording cl_voice_volume con_debug con_display_last_messages con_line_buffer_size con_restricted con_showonload c_shakeMult d3d10_CBUpdateMethod d3d10_CBUpdateStats d3d10_NumStagingBuffers d3d9_AllowSoftware d3d9_ClipPlanes d3d9_debugruntime d3d9_ForceSoftware d3d9_IBPools d3d9_IBPoolSize d3d9_NullRefDevice d3d9_NVPerfHUD d3d9_pip_buff_size d3d9_rb_Tris d3d9_rb_Verts d3d9_ResetDeviceAfterLoading d3d9_TextureFilter d3d9_TripleBuffering d3d9_VBPools d3d9_VBPoolSize demo_ai demo_file demo_fixed_timestep demo_max_frames demo_noinfo demo_num_runs demo_panormaic demo_profile demo_quit demo_restart_level demo_savestats demo_screenshot_frame demo_scroll_pause demo_time_of_day demo_vtune doc_validate_surface_types ds_AutoReloadScripts ds_LoadExcelScripts ds_LoadSoundsSync ds_LogLevel ds_PrecacheSounds ds_WarnOnMissingLoc dt_enable dt_meleeTime dt_time ed_killmemory_size es_activateEntity es_bboxes es_CharZOffsetSpeed es_deactivateEntity es_DebrisLifetimeScale es_debug es_DebugEvents es_DebugFindEntity es_DebugTimers es_debug_not_seen_timeout es_DrawAreaGrid es_DrawAreas es_enable_full_script_save es_FarPhysTimeout es_helpers es_HitCharacters es_HitDeadBodies es_ImpulseScale es_log_collisions es_MaxImpulseAdjMass es_MaxPhysDist es_MaxPhysDistInvisible es_MinImpulseVel es_not_seen_timeout es_OnDemandPhysics es_profileentities es_removeEntity es_sortupdatesbyclass es_SplashThreshold es_SplashTimeout es_UpdateAI es_UpdateCollision es_UpdateCollisionScript es_UpdateContainer es_UpdateEntities es_UpdatePhysics es_UpdateScript es_UpdateTimer es_UsePhysVisibilityChecks es_VisCheckForUpdate ExitOnQuit e_allow_cvars_serialization e_ambient_occlusion e_bboxes e_brushes e_cbuffer e_cbuffer_bias e_cbuffer_clip_planes_num e_cbuffer_debug e_cbuffer_debug_draw_scale e_cbuffer_debug_freeze e_cbuffer_draw_occluders e_cbuffer_hw e_cbuffer_lazy_test e_cbuffer_lc e_cbuffer_lights_debug_side e_cbuffer_max_add_render_mesh_time e_cbuffer_occluders_lod_ratio e_cbuffer_occluders_test_min_tris_num e_cbuffer_occluders_view_dist_ratio e_cbuffer_resolution e_cbuffer_terrain e_cbuffer_terrain_elevation_shift e_cbuffer_terrain_lod_ratio e_cbuffer_terrain_lod_shift e_cbuffer_terrain_max_distance e_cbuffer_test_mode e_cbuffer_tree_debug e_cbuffer_tree_depth e_cbuffer_version e_clouds e_cull_lights_per_triangle_min_obj_radius e_cull_veg_activation e_debug_draw e_debug_lights e_debug_mask e_decals e_decals_allow_game_decals e_decals_clip e_decals_hit_cache e_decals_life_time_scale e_decals_merge e_decals_neighbor_max_life_time e_decals_overlapping e_decals_precreate e_decals_range e_decals_wrap_around_min_size e_default_material e_deformable_objects e_detail_materials e_detail_materials_debug e_detail_materials_view_dist_xy e_detail_materials_view_dist_z e_detail_objects e_dissolve e_dissolve_transition_threshold e_dissolve_transition_time e_dynamic_light e_dynamic_light_consistent_sort_order e_dynamic_light_frame_id_vis_test e_entities e_EntitySuppressionLevel e_flocks e_flocks_hunt e_fog e_fogvolumes e_foliage_branches_damping e_foliage_branches_stiffness e_foliage_branches_timeout e_foliage_broken_branches_damping e_foliage_stiffness e_foliage_wind_activation_dist e_force_detail_level_for_resolution e_gsm_cache e_gsm_cache_lod_offset e_gsm_combined e_gsm_depth_bounds_debug e_gsm_lods_num e_gsm_range e_gsm_range_step e_gsm_range_step_terrain e_gsm_scatter_lod_dist e_gsm_stats e_gsm_view_space e_hw_occlusion_culling_objects e_hw_occlusion_culling_water e_joint_strength_scale e_level_auto_precache_camera_jump_dist e_level_auto_precache_terrain_and_proc_veget e_level_auto_precache_textures_and_shaders e_lods e_lod_max e_lod_min e_lod_min_tris e_lod_ratio e_lowspec_mode e_materials e_max_entity_lights e_max_view_dst e_max_view_dst_full_dist_cam_height e_max_view_dst_spec_lerp e_mesh_simplify e_obj e_obj_fast_register e_obj_quality e_obj_stats e_obj_tree_max_node_size e_obj_tree_min_node_size e_occlusion_culling_view_dist_ratio e_occlusion_volumes e_occlusion_volumes_view_dist_ratio e_on_demand_maxsize e_on_demand_physics e_particles e_particles_debug e_particles_lights e_particles_lod e_particles_max_emitter_draw_screen e_particles_min_draw_pixels e_particles_object_collisions e_particles_preload e_particles_quality e_particles_receive_shadows e_particles_thread e_phys_foliage e_phys_ocean_cell e_portals e_portals_big_entities_fix e_precache_level e_proc_vegetation e_proc_vegetation_max_view_distance e_profile_level_loading e_ram_DumpDXF e_ram_maps e_recursion e_recursion_occlusion_culling e_recursion_view_dist_ratio e_render e_roads e_ropes e_scene_merging e_scene_merging_compact_vertices e_scene_merging_max_time_ms e_scene_merging_max_tris_in_chunk e_scene_merging_min_merge_distance e_scene_merging_show_onlymerged e_scissor_debug e_screenshot e_screenshot_debug e_screenshot_file_format e_screenshot_height e_screenshot_map_camheight e_screenshot_map_center_x e_screenshot_map_center_y e_screenshot_map_size_x e_screenshot_map_size_y e_screenshot_min_slices e_screenshot_quality e_screenshot_width e_shadows e_shadows_cast_view_dist_ratio e_shadows_clouds e_shadows_debug e_shadows_from_terrain_in_all_lods e_shadows_frustums e_shadows_max_texture_size e_shadows_occ_check e_shadows_occ_cutCaster e_shadows_on_alpha_blended e_shadows_slope_bias e_shadows_water e_sketch_mode e_sky_box e_sky_quality e_sky_type e_sky_update_rate e_sleep e_stat_obj_merge e_stream_areas e_stream_cgf e_stream_for_physics e_stream_for_visuals e_sun e_sun_angle_snap_dot e_sun_angle_snap_sec e_sun_clipplane_range e_terrain e_terrain_ao e_terrain_bboxes e_terrain_deformations e_terrain_draw_this_sector_only e_terrain_lm_gen_threshold e_terrain_lod_ratio e_terrain_log e_terrain_normal_map e_terrain_occlusion_culling e_terrain_occlusion_culling_debug e_terrain_occlusion_culling_max_dist e_terrain_occlusion_culling_max_steps e_terrain_occlusion_culling_precision e_terrain_occlusion_culling_precision_dist_ratio e_terrain_occlusion_culling_step_size e_terrain_occlusion_culling_step_size_delta e_terrain_occlusion_culling_version e_terrain_texture_debug e_terrain_texture_lod_ratio e_terrain_texture_streaming_debug e_timedemo_frames e_timer_debug e_time_of_day e_time_of_day_speed e_time_smoothing e_vegetation e_vegetation_alpha_blend e_vegetation_bending e_vegetation_mem_sort_test e_vegetation_min_size e_vegetation_node_level e_vegetation_sphericalskinning e_vegetation_sprites e_vegetation_sprites_distance_custom_ratio_min e_vegetation_sprites_distance_ratio e_vegetation_sprites_min_distance e_vegetation_static_instancing e_vegetation_use_terrain_color e_vegetation_wind e_view_dist_custom_ratio e_view_dist_min e_view_dist_ratio e_view_dist_ratio_detail e_view_dist_ratio_vegetation e_volobj_shadow_strength e_voxel e_voxel_ao_radius e_voxel_ao_scale e_voxel_build e_voxel_debug e_voxel_fill_mode e_voxel_lods_num e_voxel_make_physics e_voxel_make_shadows e_voxel_rasterize_selected_brush e_water_ocean e_water_ocean_bottom e_water_ocean_fft e_water_ocean_soft_particles e_water_tesselation_amount e_water_tesselation_swath_width e_water_volumes e_water_waves e_water_waves_tesselation_amount e_wind e_wind_areas fg_abortOnLoadError fg_inspectorLog fg_noDebugText fg_profile fg_SystemEnable fixed_time_step gpu_particle_physics gt_debug gt_show g_aimdebug g_AiSuitArmorModeHealthRegenTime g_AiSuitEnergyRechargeTime g_AiSuitHealthRegenTime g_AiSuitStrengthMeleeMult g_alienPhysicsAnimRatio g_autoteambalance g_avmine_limit g_battleDust_debug g_battleDust_effect g_battleDust_enable g_battleRange g_blood g_breakagelog g_breakage_particles_limit g_breakImpulseScale g_breaktimeoutframes g_buddyMessagesIngame g_claymore_limit g_combatFadeTime g_combatFadeTimeDelay g_cutsceneSkipDelay g_debugaimlook g_debugCollisionDamage g_debugDirectMPMenu g_debugHits g_debugMines g_debugNetPlayerInput g_debug_fscommand g_detachCamera g_difficultyHintSystem g_difficultyLevel g_difficultyRadius g_difficultyRadiusThreshold g_difficultySaveThreshold g_displayIgnoreList g_dofset_limitScale g_dofset_maxScale g_dofset_minScale g_dof_averageAdjustSpeed g_dof_distAppart g_dof_ironsight g_dof_maxAdjustSpeed g_dof_maxHitScale g_dof_minAdjustSpeed g_dof_minHitScale g_dof_sampleAngle g_ec_enable g_ec_extent g_ec_radiusScale g_ec_removeThreshold g_ec_volume g_emp_nanosuit_downtime g_emp_style g_enableAlternateIronSight g_enableFriendlyFallAndPlay g_enableIdleCheck g_enableitems g_enableloadingscreen g_enableMPStealthOMeter g_enableSpeedLean g_enableTracers g_energy_scale_income g_energy_scale_price g_fallAndPlayThreshold g_fraglead g_fraglimit g_friendlyfireratio g_frostDecay g_godMode g_goForceFastUpdate g_grabLog g_groundeffectsdebug g_joint_breaking g_language g_localPacketRate g_meleeWhileSprinting g_minplayerlimit g_minteamlimit g_MPDeathCam g_mpSpeedRechargeDelay g_playerFallAndPlay g_playerHealthValue g_playerInteractorRadius g_playerLowHealthThreshold g_playerRespawns g_playerSuitArmorModeHealthRegenTime g_playerSuitArmorModeHealthRegenTimeMoving g_playerSuitEnergyRechargeDelay g_playerSuitEnergyRechargeTime g_playerSuitEnergyRechargeTimeArmor g_playerSuitEnergyRechargeTimeArmorMoving g_playerSuitEnergyRechargeTimeMultiplayer g_playerSuitHealthRegenDelay g_playerSuitHealthRegenTime g_playerSuitHealthRegenTimeMoving g_pp_scale_income g_pp_scale_price g_preroundtime g_procedural_breaking g_proneAimAngleRestrict_Enable g_proneNotUsableWeapon_FixType g_PSTutorial_Enabled g_punishFriendlyDeaths g_quickGame_debug g_quickGame_map g_quickGame_min_players g_quickGame_mode g_quickGame_ping1_level g_quickGame_ping2_level g_quickGame_prefer_favorites g_quickGame_prefer_lan g_quickGame_prefer_mycountry g_radialBlur g_ragdollDistance g_ragdollMinTime g_ragdollPollTime g_ragdollUnseenTime g_resetActionmapOnStart g_revivetime g_roundlimit g_roundtime g_showIdleStats g_showUpdateState g_show_laptop_status g_show_laptop_status_test g_skipIntro g_spectate_TeamOnly g_spectatorcollisions g_stanceTransitionSpeed g_startFirstTime g_suddendeathtime g_suitArmorHealthValue g_suitCloakEnergyDrainAdjuster g_suitRecoilEnergyCost g_suitSpeedEnergyConsumption g_suitSpeedEnergyConsumptionMultiplayer g_suitSpeedMult g_suitSpeedMultMultiplayer g_teamlock g_tentacle_joint_limit g_timelimit g_tk_punish g_tk_punish_limit g_tree_cut_reuse_dist g_trooperBankingMultiplier g_trooperProneMinDistance g_trooperTentacleAnimBlend g_useProfile g_VisibilityTimeout g_VisibilityTimeoutTime g_walkMultiplier hit_assistMultiplayerEnabled hit_assistSingleplayerEnabled hr_dotAngle hr_fovAmt hr_fovTime hr_rotateFactor hr_rotateTime hud_alienInterferenceStrength hud_aspectCorrection hud_attachBoughEquipment hud_binocsScanningWidth hud_chDamageIndicator hud_colorLine hud_colorOver hud_colorText hud_crosshair hud_crosshair_enable hud_ctrlZoomMode hud_ctrl_Coeff_X hud_ctrl_Coeff_Z hud_ctrl_Curve_X hud_ctrl_Curve_Z hud_enableAlienInterference hud_faderDebug hud_godFadeTime hud_mpNamesDuration hud_mpNamesFarDistance hud_mpNamesNearDistance hud_nightVisionConsumption hud_nightVisionRecharge hud_onScreenFarDistance hud_onScreenFarSize hud_onScreenNearDistance hud_onScreenNearSize hud_panoramicHeight hud_radarBackground hud_radarJammingEffectScale hud_radarJammingThreshold hud_radarScanningDelay hud_showAllObjectives hud_showBigVehicleReload hud_startPaused hud_subtitles hud_subtitlesDebug hud_subtitlesFontSize hud_subtitlesHeight hud_subtitlesQueueCount hud_subtitlesRenderMode hud_subtitlesShowCharName hud_subtitlesVisibleCount hud_voicemode h_drawSlippers h_turnSpeed h_useIK int_moveZoomTime int_zoomAmount int_zoomInTime int_zoomOutTime i_auto_turret_target i_auto_turret_target_tacshells i_bufferedkeys i_debug i_debuggun_1 i_debuggun_2 i_debug_mp_flowgraph i_debug_projectiles i_debug_sounds i_debug_turrets i_debug_zoom_mods i_forcefeedback i_iceeffects i_lighteffects i_lying_item_limit i_mouse_accel i_mouse_accel_max i_mouse_buffered i_mouse_inertia i_mouse_smooth i_noweaponlimit i_offset_front i_offset_right i_offset_up i_particleeffects i_precache i_rejecteffects i_soundeffects i_staticfiresounds i_unlimitedammo i_xinput i_xinput_poll_time log_FileVerbosity log_IncludeTime log_Verbosity lua_debugger lua_stackonmalloc lua_StopOnError max_time_step MemInfo MemStats MemStatsMaxDepth MemStatsThreshold mfx_Debug mfx_Enable mfx_EnableFGEffects mfx_ParticleImpactThresh mfx_pfx_maxDist mfx_pfx_maxScale mfx_pfx_minScale mfx_RaisedSoundImpactThresh mfx_SerializeFGEffects mfx_SoundImpactThresh mfx_Timeout mov_NoCutscenes net_backofftimeout net_bw_aggressiveness net_channelstats net_connectivity_detection_interval net_defaultChannelBitRateDesired net_defaultChannelBitRateToleranceHigh net_defaultChannelBitRateToleranceLow net_defaultChannelIdlePacketRateDesired net_defaultChannelPacketRateDesired net_defaultChannelPacketRateToleranceHigh net_defaultChannelPacketRateToleranceLow net_disconnect_on_rmi_error net_enable_tfrc net_enable_voice_chat net_gamemode net_highlatencythreshold net_highlatencytimelimit net_inactivitytimeout net_input_dump net_input_trace net_lanbrowser net_lan_scanport_first net_lan_scanport_num net_log net_log_remote_methods net_phys_debug net_phys_lagsmooth net_phys_pingsmooth net_rtt_convergence_factor net_scheduler_debug net_stats_login net_stats_pass net_voice_lead_packets net_voice_proximity net_voice_trail_packets pl_curvingSlowdownSpeedScale pl_debugFallDamage pl_debug_filter pl_debug_jumping pl_debug_ladders pl_debug_movement pl_fallDamage_SpeedBias pl_fallDamage_SpeedFatal pl_fallDamage_SpeedSafe pl_inputAccel pl_swimBackSpeedMul pl_swimBaseSpeed pl_swimJumpSpeedBaseMul pl_swimJumpSpeedCost pl_swimJumpSpeedSprintMul pl_swimJumpStrengthBaseMul pl_swimJumpStrengthCost pl_swimJumpStrengthSprintMul pl_swimNormalSprintSpeedMul pl_swimSideSpeedMul pl_swimSpeedSprintSpeedMul pl_swimUpSprintSpeedMul pl_swimVertSpeedMul pl_zeroGAimResponsiveness pl_zeroGBaseSpeed pl_zeroGDashEnergyConsumption pl_zeroGEnableGBoots pl_zeroGEnableGyroFade pl_zeroGFloatDuration pl_zeroGGyroFadeAngleInner pl_zeroGGyroFadeAngleOuter pl_zeroGGyroFadeExp pl_zeroGGyroStrength pl_zeroGParticleTrail pl_zeroGSpeedMaxSpeed pl_zeroGSpeedModeEnergyConsumption pl_zeroGSpeedMultNormal pl_zeroGSpeedMultNormalSprint pl_zeroGSpeedMultSpeed pl_zeroGSpeedMultSpeedSprint pl_zeroGSwitchableGyro pl_zeroGThrusterResponsiveness pl_zeroGUpDown pp_RichSaveGames pp_RSFDebugWrite pp_RSFDebugWriteOnLoad profile profile_allthreads profile_callstack profile_filter profile_graph profile_graphScale profile_log profile_network profile_pagefaults profile_peak profile_sampler profile_sampler_max_samples profile_smooth profile_threads profile_weighting p_accuracy_LCPCG p_accuracy_LCPCG_no_improvement p_accuracy_MC p_approx_caps_len p_break_on_validation p_characterik p_collision_mode p_cull_distance 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v_maxHeightEnd v_pa_surface v_profileMovement v_ragdollPassengers v_rockBoats v_set_passenger_tm v_show_all v_slipFrictionModFront v_slipFrictionModRear v_slipSlopeFront v_slipSlopeRear v_sprintSpeed v_stabilizeVTOL v_transitionAnimations v_treadUpdateTime v_vehicle_quality v_wind_minspeed
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Wait.. what server was that on?
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Lol yea I'm not really a fan of Toyota. But Toyota's are made by Americans. That's good news.
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Wow, and that's coming fron a non-American car-owner!
Where is the American flag emoticon?
Oh well, I guess this will do: U S A #1
Most Honda cars (along with Toyota and others) are made in America now. GM, Ford, etc actually make more cars in foreign country's than imports do. lol
Yea, if it's not made in America, it better be made in Japan, Germany, or Switzerland. I might settle for some other import stuff though.
ps. I started my engine rebuild project car just days ago. It started on the very first try.
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Take care shan. You'll be welcome to join when you are ready for it. I hope school deals you a fair hand of cards. You can learn a lot more useful stuff in school.
Crysis 2 will be waiting for you when you come back.
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http://www.tomshardware.com/gallery/Screen-shot-2010-03-08-at-1,0101-240592-0----jpg-.html#
Look at that. What'da ya know. Nvidia has real American people on the payroll. There was a time when I considered going ATI, but as of today, I will never buy an ATI card unless they have real Americans on the payroll.
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Quote
* Still four nanosuit modes: armor, power, tactical and infiltration.
* New nanosuit mode "tactical" allows collecting of information about enemies, corpses or weapons, you can mark enemies or weapons that appear on your radar from then on, so you get to know patrol routes and remember "where that cool weapon was located".
* "Strength" mode and "speed" mode have been combined into "power" mode.
* "Infiltration" mode is the stealth mode and makes the player move quieter and more cautious.
* Infiltration is a passive mode, you can manually switch on the familiar cloak mode as an active function and only then this mode drains your energy.
* Crytek always wants to make the player aware of which mode he's in.
* Tactical mode: ambient noise is suppressed so you can overhear even the most distant conversations.
* Armor mode: you hear the hardening of nanosuit's skin, moving sounds become much heavier and the hitting noise of bullets is different.
* Power mode: player uses his fists instead of the weapon's butt.
http://www.incrysis.com/index.php?option=com_content&task=view&id=846&Itemid=1That's interesting. Thanks for the link. I wonder how this new nanosuit will work.
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Yea xfire me too. Hey is 4pm CST is like 3pm EST?
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Dude those people are trippin balls. What tha fuck Tioga?!
Was fuckin hilarious tho.
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Aww man. Does this mean the TS comedy will cease forever? Tioga, remember the days when you would join TS and annoy Evil just to be kicked? The process seemed to repeat itself many times a minute. The good 'ole Tioga days. I gotta say, sometimes it was very funny as a spectator.
But please, no singing in TS. You'll lose my vote next time around. ATM you actually do have my vote.
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Scrims every Saturday at 5PM EST. Be there or be square. :wink:
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I have a crysis complaint. Mine isn't working worth a shit, fix it.
Update your hax and try it again.
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Congrats RoboCop. Use that voice changer more often
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Don't leave the lid up. I usually knock shit off the counter in the morning and it tends to fall that direction.
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Did you count my vote? it's a +1
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AMD Brisbane
SM 2.0: 4642
SM 3.0: 5157
CPU score: 2355Phenom II X3
SM 2.0: 6188
SM 3.0: 5864
CPU score: 4399