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New QL thread
Forums > Quake Live Forum
Post your QL configs there (June 2013) (93 comments)
( Forum: QL)
Posted by Heartlesss @ 11:55 CDT, 12 June 2013 - iMsg
With screenshot(s) and download link(s)!

DOWNLOAD
http://www.sendspace.com/file/qfebxx

SCREENSHOT
http://www.foopics.com/showfull/3ed35a3559aab060a1fc86a9ec14e50c
19927 Hits

<< prev QL thread || next QL thread >>


<< Comment #1 @ 13:37 CDT, 12 June 2013 >>
(Link, Reply)
By Germany ybl 
http://www.pic-upload.de/view-19691127/homi.jpg.html
1%
<< Comment #2 @ 13:49 CDT, 12 June 2013 >>
(Link, Reply)
By bloody eyeball by hatelull melechesh 
virus
<< Comment #3 @ 13:49 CDT, 12 June 2013 >>
(Link, Reply)
By Turkmenistan gl00my 
Awaiting approval here on esr :) Go people,post !
<< Comment #4 @ 14:06 CDT, 12 June 2013 >>
(Link, Reply)
By pong doped 
vertex 1, fps config in general, keel

16~ cm/360 on ps/2 for now(some smoothing going on, which im testing)
fov = fitting my monitor to be comfortable, 109.5 on 5:4 19"


BUT, why this again, don't we have enough already? or is this just another compulsion of yours?
<< Comment #5 @ 14:20 CDT, 12 June 2013 >>
(Link, Reply)
By Turkmenistan gl00my  - Reply to #4
imo you can never talk enough about cfgs ,its half the game for me ,one of the things keeping it alive after 10-15 years :)
<< Comment #6 @ 07:05 CDT, 13 June 2013 >>
(Link, Reply)
By pong doped  - Reply to #5
i can see if someone found something amazing out, but for posting all the com_maxfps 125, cg_forceenemymodel keel, is just enough already imo.

On a side note, anyone know if overbrightbits has changed with graphic card drivers over the years, or is it just not possible(too bright) to use with vertex light and has always been like that??
<< Comment #7 @ 08:17 CDT, 13 June 2013 >>
(Link, Reply)
By Germany ybl  - Reply to #6
brightness is an issue in ql, maps differ a lot. i use a brightness-script 0.9-1.2 and also a toggle for vertexlight. need both.


//***** BRIGHTNESS SCRIPT *******

bind pgup "vstr ybl_bright_up"
bind pgdn "vstr ybl_bright_dn"
seta ybl_bright_up "vstr ybl_bright_120"
seta ybl_bright_dn "vstr ybl_bright_110"
seta ybl_bright_095 "r_gamma 0.95 ; set ybl_bright_up vstr ybl_bright_100 "
seta ybl_bright_100 "r_gamma 1.00 ; set ybl_bright_up vstr ybl_bright_105 ; set ybl_bright_dn vstr ybl_bright_095 "
seta ybl_bright_105 "r_gamma 1.05 ; set ybl_bright_up vstr ybl_bright_110 ; set ybl_bright_dn vstr ybl_bright_100 "
seta ybl_bright_110 "r_gamma 1.10 ; set ybl_bright_up vstr ybl_bright_115 ; set ybl_bright_dn vstr ybl_bright_105 "
seta ybl_bright_115 "r_gamma 1.15 ; set ybl_bright_up vstr ybl_bright_120 ; set ybl_bright_dn vstr ybl_bright_110 "
seta ybl_bright_120 "r_gamma 1.20 ; set ybl_bright_dn vstr ybl_bright_115 "



//***** VERTEX TOGGLE *****

bind F9 "vstr mapbright"
seta mapbright "toggle r_vertexlight ; vid_restart ; print vertexlight"
<< Comment #8 @ 08:24 CDT, 13 June 2013 >>
(Link, Reply)
By Turkmenistan gl00my  - Reply to #6
Overbrightbits 1 and Mapoverbrightbits 1 is imo the only way to play vertex 1 without mapoverbrightbitcaps involved. gamma 1,contrast 1 too
<< Comment #14 @ 10:43 CDT, 14 June 2013 >>
(Link, Reply)
By yesh its SEAN CONNERY! megaman3  - Reply to #8
does overbrightbits 1 decrease map 'overbrightness'?

I use vertex (no ghey shadows), mapover 1, over 2 (default), brightcap 110 and r_gamma ~1.3
Edited by megaman3 at 10:46 CDT, 14 June 2013
<< Comment #15 @ 11:52 CDT, 14 June 2013 >>
(Link, Reply)
By Earth Heartlesss  - Reply to #14
try r_mapoverbrightbits 8 r_mapoverbrightcap 145
<< Comment #19 @ 06:56 CDT, 15 June 2013 >>
(Link, Reply)
By pong doped  - Reply to #14
overbright is blows the brightness when i use vertexlight, that's why i thought it could be driver issue, but use overbright 0 when using vertex.
<< Comment #10 @ 18:02 CDT, 13 June 2013 >>
(Link, Reply)
By Poland fau  - Reply to #6
overbright is very incosistent across various graphics cards or drivers. I'd suggest adapting a good non-overbright config.

It's harder to distinguish some details (like wall edges) due to compressed colours but you can get used to it with some gamma adjustments.

The main problem is blurry and dark crosshair.
I'm aware of 3 methods to overcome this problem:
1 Get used to it - definitely possible. You could increase intensity instead but this makes explosions/plasma opaque.
2. r_texturemode gl_nearest (or gl_nearest_mipmap_linear or gl_nearest_mipmap_nearest) - this is what I use.
3. "cypher's" visuals - high gamma and black crosshair. Burns my eyes on CRT :-)
4. I think well aligned custom crosshairs don't suffer from this.

edit: also you may want to set enemy colour to bright 0xFFFFFF instead of default (0xA0A0A0 I believe)
Edited by fau at 18:06 CDT, 13 June 2013
<< Comment #18 @ 06:51 CDT, 15 June 2013 >>
(Link, Reply)
By pong doped  - Reply to #10
yeah, it's a long time ago i switched to overbright 0, mapover 1. But recently experimenting a little with mapover 8 and capping it. Only way to play cold war and other "white" maps with vertex.
<< Comment #9 @ 14:23 CDT, 13 June 2013 >>
(Link, Reply)
By Belgium !nFerNo 
http://i.imgur.com/sy4qR2b.jpg
<< Comment #13 @ 08:53 CDT, 14 June 2013 >>
(Link, Reply)
By djogedj h8m3  - Reply to #9
use antialiasing
<< Comment #20 @ 06:58 CDT, 15 June 2013 >>
(Link, Reply)
By Belgium !nFerNo  - Reply to #13
I don't care that much for AA and it hogs the system more, it's only noticeable when standing still and this game is not about standing still.
12%
<< Comment #11 @ 08:12 CDT, 14 June 2013 >>
(Link, Reply)
By Germany ybl 
made a sniper-script, no longer use it ofc, but a bit funny

alias +ybl_sniper "sensitivity 1 "
alias -ybl_sniper "sensitivity 2 "

bind e "weapon 7 ; +ybl_sniper "

makes a lower sensi as long as u press the weapon-key
<< Comment #12 @ 08:35 CDT, 14 June 2013 >>
(Link, Reply)
By Turkmenistan gl00my  - Reply to #11
I tried something like that ;) I had lower fov when i pressed +fire with the lg.
Worked great untill i got up close and personal with fov 70 .... :P
<< Comment #16 @ 12:55 CDT, 14 June 2013 >>
(Link, Reply)
By Germany ybl  - Reply to #12
yep, the game is just too fast for stuff like this.
i tried the same thing, even with zoomscaling to make it smooth -> doesnt work at all
<< Comment #17 @ 13:39 CDT, 14 June 2013 >>
(Link, Reply)
By ql ogdiabz 
http://i.imgur.com/oGR58LC.jpg
<< Comment #29 @ 19:55 CDT, 15 June 2013 >>
(Link, Reply)
By Plusme ins  - Reply to #17
i like, give
<< Comment #71 @ 12:49 CDT, 3 July 2013 >>
(Link, Reply)
By ql ogdiabz  - Reply to #29
http://bit.ly/12RCdWe
9%
<< Comment #72 @ 14:38 CDT, 3 July 2013 >>
(Link, Reply)
By Plusme ins  - Reply to #71
grazzie
<< Comment #21 @ 13:31 CDT, 15 June 2013 >>
(Link, Reply)
By Mongolia Daddy_ 
http://postimg.org/image/5cxwj5x6l/
<< Comment #22 @ 13:41 CDT, 15 June 2013 >>
(Link, Reply)
By MLP_FlutterShy Teen Queen  - Reply to #21
:D
<< Comment #23 @ 15:00 CDT, 15 June 2013 >>
(Link, Reply)
By Earth Heartlesss  - Reply to #21
lol
<< Comment #24 @ 15:39 CDT, 15 June 2013 >>
(Link, Reply)
By djogedj h8m3  - Reply to #21
download?
5%
<< Comment #25 @ 16:13 CDT, 15 June 2013 >>
(Link, Reply)
By l0wfly funnyb  - Reply to #21
I like how you blackened out your name in the scoreline 'Aco', but then you didn't black it out in the fragmessage.
24%
<< Comment #32 @ 02:07 CDT, 16 June 2013 >>
(Link, Reply)
By Mongolia Daddy_  - Reply to #25
when you're not, you're not
<< Comment #30 @ 20:44 CDT, 15 June 2013 >>
(Link, Reply)
By Bulgaria cha0z_  - Reply to #25
You know, he is not know for his "brainz".
5%
<< Comment #26 @ 16:14 CDT, 15 June 2013 >>
(Link, Reply)
By Croatia Venser  - Reply to #21
top left
22%
<< Comment #27 @ 19:16 CDT, 15 June 2013 >>
(Link, Reply)
By United States of America Lorfa  - Reply to #21
It keeps track of enemies outside the PVS?
<< Comment #31 @ 02:07 CDT, 16 June 2013 >>
(Link, Reply)
By Mongolia Daddy_  - Reply to #27
probably:)
<< Comment #33 @ 03:19 CDT, 16 June 2013 >>
(Link, Reply)
By United States of America Lorfa  - Reply to #31
you're the one with the hacks, you tell me : -/

If there's some way to keep track client side of players outside the PVS it could be used to enhance other player POV in wolfcam.
<< Comment #37 @ 13:32 CDT, 16 June 2013 >>
(Link, Reply)
By Mongolia Daddy_  - Reply to #33
i have no idea what u just said in this, or the previous post, i just replied smth out of courtesy, u being a nice fellow. but other player pov does suck in wolfcam true true
<< Comment #28 @ 19:20 CDT, 15 June 2013 >>
(Link, Reply)
By US-Maryland naper  - Reply to #21
At least you are only ruining a game of insta XD
<< Comment #47 @ 09:00 CDT, 18 June 2013 >>
(Link, Reply)
By Palestine SUCKMYROCKET  - Reply to #21
LOL, I actually thought wallhacks would really remove the walls or make them atleast kinda transparent, so that it would be kinda hard to move through the maps with them enabled.. but this looks like fuckin american military drone technology :D
1%
<< Comment #49 @ 12:51 CDT, 18 June 2013 >>
(Link, Reply)
By Exelent nex1  - Reply to #47
A lot of peoples thinks that way, which is surprising considering youtube is more than enough to get an idea of how a wallhack works; some player's ignorance is also, partially, the reason to why so many pros and semi pros uses wallhacks in official matches impudently.
<< Comment #58 @ 02:38 CDT, 24 June 2013 >>
(Link, Reply)
By Denmark CENEk  - Reply to #49
You still believe that Evil wallhacks in every FACEIT cup?
<< Comment #60 @ 10:23 CDT, 26 June 2013 >>
(Link, Reply)
By Palestine SUCKMYROCKET  - Reply to #58
Atleast would suit his nickname! :]
<< Comment #48 @ 12:48 CDT, 18 June 2013 >>
(Link, Reply)
By Exelent nex1  - Reply to #21
damn
<< Comment #34 @ 04:59 CDT, 16 June 2013 >>
(Link, Reply)
By Quake 3 ischju 
too much postprocess 0 in this thread.
<< Comment #38 @ 15:51 CDT, 16 June 2013 >>
(Link, Reply)
By Turkmenistan gl00my  - Reply to #34
Not a big deal imo. With 1 u can use contrast and with 0 you can use intensity and they are the same thing kinda. I dont see any other "big" differences atleast :P
<< Comment #39 @ 18:39 CDT, 16 June 2013 >>
(Link, Reply)
By United States of America function9  - Reply to #38
No bloom with postprocess 0 I believe. Chics dig bloom.
<< Comment #40 @ 18:44 CDT, 16 June 2013 >>
(Link, Reply)
By Turkmenistan gl00my  - Reply to #39
Ye your right , still i imagine most people play without it :)
<< Comment #44 @ 02:34 CDT, 17 June 2013 >>
(Link, Reply)
By Quake 3 ischju  - Reply to #38
Let me see if I can reproduce it. The problem is that I have a crt, and so far I have not found settings that work without postprocess.
<< Comment #50 @ 14:02 CDT, 18 June 2013 >>
(Link, Reply)
By aggnog_duck rehepapp  - Reply to #44
How is CRT relevant?
r_mapoverbrightbits 0
r_overbrightbits 0
r_vertexlightning 1
r_postprocess 0
r_picmip 5
r_simplemipmaps 1
r_intensity 1.2

looks ugly but crisp if done right.
<< Comment #51 @ 15:01 CDT, 18 June 2013 >>
(Link, Reply)
By Quake 3 ischju  - Reply to #50
I will try, thanks.
<< Comment #52 @ 15:42 CDT, 18 June 2013 >>
(Link, Reply)
By aggnog_duck rehepapp  - Reply to #51
i forgot about r_gamma which i have over 2.0
Edited by rehepapp at 15:42 CDT, 18 June 2013
9%
<< Comment #53 @ 19:16 CDT, 18 June 2013 >>
(Link, Reply)
By United States of America Lorfa  - Reply to #50
r_enablePostProcess, not r_postprocess
8%
<< Comment #57 @ 01:59 CDT, 24 June 2013 >>
(Link, Reply)
By boatclub palatka  - Reply to #50
r_fullbright "1" and r_vertexlight "0" looks kinda kewl if you dont mind bright textures
<< Comment #36 @ 05:51 CDT, 16 June 2013 >>
(Link, Reply)
By Earth Heartlesss 
post your configs guys, come on!
<< Comment #43 @ 21:44 CDT, 16 June 2013 >>
(Link, Reply)
By United States of America Lorfa  - Reply to #36
Bleh fine.

http://pastebin.com/rfwnEVn4

DL: https://www.dropbox.com/s/kpz6hcn4h5zedmt/cfg61613.zip

http://img707.imageshack.us/img707/6163/o08.png

I don't use texturemode gl_nearest or gl_nearest_mipmap_anything. The crosshair is done with the hud. I have it show over the current crosshair so that I still have a crosshair when spectating, and that crosshair is fairly close (just slightly smaller due to round edges)

mouse3 is my voice key for now.
<< Comment #35 @ 05:51 CDT, 16 June 2013 >>
(Link, Reply)
By Italy rzd^ 
https://www.dropbox.com/s/dj378pyj2awz68d/rzd2013.rar
Screenshot inside :D
<< Comment #45 @ 04:49 CDT, 17 June 2013 >>
(Link, Reply)
By Quake 3 ischju  - Reply to #35
elaborate on your decision to use a black crosshair.
<< Comment #46 @ 05:36 CDT, 17 June 2013 >>
(Link, Reply)
By 014 Klijngsor  - Reply to #45
Works best to notice the amount of damage dealt with crosshairhitstyle 1: red: full hit; yellow: medium damage; grey: little damage.
<< Comment #54 @ 14:38 CDT, 20 June 2013 >>
(Link, Reply)
By Italy rzd^  - Reply to #45
Well i just tryed it out and i found myself confortable with it, so i decided to keep it :P
And btw with black xhair i don't have any kinda problem about map color.
Edited by rzd^ at 09:32 CDT, 21 June 2013
<< Comment #41 @ 19:16 CDT, 16 June 2013 >>
(Link, Reply)
By Australia Python 
I've got my config on 4sg.

http://www.4seasonsgaming.com/forums/viewtopic.php?p=80095#p80095
<< Comment #42 @ 21:23 CDT, 16 June 2013 >>
(Link, Reply)
By US-Texas dmath 
screen: http://i.imgur.com/k90pcGL.jpg
cfg: http://pastebin.com/yBd8KGr1
<< Comment #55 @ 17:43 CDT, 20 June 2013 >>
(Link, Reply)
By hearpts Harps 
screenshot
Edited by Harps at 05:10 CDT, 29 June 2013
<< Comment #86 @ 21:05 CDT, 19 September 2013 >>
(Link, Reply)
By Transparent cumrag  - Reply to #55
can you share your hud?
<< Comment #91 @ 04:09 CDT, 20 September 2013 >>
(Link, Reply)
By hearpts Harps  - Reply to #86
<link deleted>

The HUD is really nice. It works really well with my cfg (as you need some commands to fully see why it's so good; cg_drawammowarning 0, moved cg_drawteamoverlay, cg_draw etc). Things like the normal 'x (rocket) y', quad damage/counter and powerups appear nicely too.

Less, but better.
Edited by Harps at 09:45 CDT, 26 September 2013
6%
<< Comment #56 @ 18:56 CDT, 20 June 2013 >>
(Link, Reply)
By US-Maryland naper 
http://i.imgur.com/Cub3rEZ.jpg
Not as bright as it looks, I have a dark crt.
<< Comment #82 @ 19:08 CDT, 19 September 2013 >>
(Link, Reply)
By Fox flag 0x5f3759df  - Reply to #56
do u have a download to this cfg
<< Comment #83 @ 20:18 CDT, 19 September 2013 >>
(Link, Reply)
By US-Maryland naper  - Reply to #82
I have changed crosshair, and maybe a few other things. But be warned, it is not pretty. Lots of junk from other cfgs. http://pastebin.com/j67WpBzq
EDIT: and heres menu file http://pastebin.com/QdUEcXey
Edited by naper at 20:21 CDT, 19 September 2013
<< Comment #84 @ 20:53 CDT, 19 September 2013 >>
(Link, Reply)
By Fox flag 0x5f3759df  - Reply to #83
it is ok. I was just looking for gfx settings, it goes well with the cyan models and I wanted to see if it would work well on more maps with white models instead.
<< Comment #85 @ 20:56 CDT, 19 September 2013 >>
(Link, Reply)
By US-Maryland naper  - Reply to #84
Does it look alright with white models?
<< Comment #87 @ 21:53 CDT, 19 September 2013 >>
(Link, Reply)
By Fox flag 0x5f3759df  - Reply to #85
it's "okay"
<< Comment #88 @ 22:23 CDT, 19 September 2013 >>
(Link, Reply)
By US-Maryland naper  - Reply to #87
I thought it looked great with the cyan model, unfortunately it makes it kind of hard to tell who has quad damage. Is it possible to change power up glow color?
<< Comment #89 @ 22:27 CDT, 19 September 2013 >>
(Link, Reply)
By Fox flag 0x5f3759df  - Reply to #88
I am not aware of any way to change the color of powerup glow in quake live, sorry.

also, yes it does look great with the cyan models but I prefer white to them.
Edited by rush. at 22:27 CDT, 19 September 2013
<< Comment #90 @ 22:40 CDT, 19 September 2013 >>
(Link, Reply)
By US-Maryland naper  - Reply to #89
NP, was pretty sure you couldn't.
<< Comment #59 @ 04:30 CDT, 26 June 2013 >>
(Link, Reply)
By Bulgaria Snow_Crash 
http://i.imgur.com/2rMtCqp.jpg
<< Comment #61 @ 12:56 CDT, 26 June 2013 >>
(Link, Reply)
By Eye of a Reptile ja ja ve ve 
http://i.imgur.com/DM0rcjz.jpg
<< Comment #62 @ 14:31 CDT, 26 June 2013 >>
(Link, Reply)
By Poland Kerm1tTheQuaker 
http://i.imgur.com/67sX71l.jpg
http://i.imgur.com/GgcwDmt.jpg
Edited by Kerm1tTheQuaker at 14:34 CDT, 26 June 2013
5%
<< Comment #63 @ 07:58 CDT, 27 June 2013 >>
(Link, Reply)
By scbw iKs  - Reply to #62
awesome CFG, has to be said
<< Comment #64 @ 16:56 CDT, 27 June 2013 >>
(Link, Reply)
By Turkmenistan gl00my  - Reply to #62
The cfg smells like ULBE !
<< Comment #65 @ 04:44 CDT, 29 June 2013 >>
(Link, Reply)
By United Kingdom Lockdown 
Sens: 1, 3200 DPI

Everything else as default.
<< Comment #66 @ 06:30 CDT, 29 June 2013 >>
(Link, Reply)
By bloody eyeball by hatelull melechesh  - Reply to #65
aren´t you that frustrated kid who got banned for being racist?
8%
<< Comment #67 @ 14:40 CDT, 30 June 2013 >>
(Link, Reply)
By Poland Mariano 
Screenshot: http://tryhardbrigade.com/mariano/screenshots/QuakeLiveConfig.jpg

Config: http://tryhardbrigade.com/mariano/configs/QuakeLive/autoexec.cfg

Main graphics settings (look very good on my old 120hz CRT):

r_gamma "1.3"
r_contrast "0.9"
r_picmip "7"
r_vertexlight "1"

r_overbrightbits "1"
r_mapoverbrightbits "1"
r_mapoverbrightcap "0"

r_enablePostProcess "1"
r_enableColorCorrect "1"
r_ignorehwgamma "0"
r_ambientScale "100"
r_lodbias "0"
r_lodscale "50"

And of course "bloom" effect for better enemy model visibility:

r_enablebloom "1"
r_BloomActive "1"
r_BloomBrightThreshold "0.500"
r_BloomSaturation "2.000"
r_BloomIntensity "0.700"
r_BloomSceneSaturation "1.000"
r_BloomSceneIntensity "1.000"

r_BloomBlurRadius "5"
r_BloomBlurFalloff "0.75"
r_BloomBlurScale "0"
r_BloomPasses "2"
Edited by Mariano at 13:34 CDT, 3 July 2013
7%
<< Comment #70 @ 12:34 CDT, 3 July 2013 >>
(Link, Reply)
By ET:QW ashy  - Reply to #67
i still have to thank you for the cfg you posted like, years ago. never seen such a clean one before, built mine upon yours. looks like i'll have to repeat the process again.
we also have similar sens/accel setups what a coincidence, shame you're a pole tho
=)
6%
<< Comment #74 @ 18:22 CDT, 3 July 2013 >>
(Link, Reply)
By Turkmenistan gl00my  - Reply to #70
i think your shoes are safe :P
4%
<< Comment #77 @ 05:54 CDT, 4 July 2013 >>
(Link, Reply)
By Poland Mariano  - Reply to #74
Hahaha. :D
<< Comment #68 @ 11:23 CDT, 3 July 2013 >>
(Link, Reply)
By Earth Heartlesss 
DOWNLOAD
http://www.sendspace.com/file/v72rgz

CHANGELOG
now using 2300dpi @ 1000hz, sensitivity "1" ( = 16cm/360°)











come on guys ! Post your configs !
<< Comment #69 @ 11:35 CDT, 3 July 2013 >>
(Link, Reply)
By Eye of a Reptile ja ja ve ve  - Reply to #68
high sens almost, nice
<< Comment #73 @ 17:54 CDT, 3 July 2013 >>
(Link, Reply)
By BBC skulp 
http://goo.gl/a3DHm
Edited by skulp at 17:55 CDT, 3 July 2013
<< Comment #75 @ 01:26 CDT, 4 July 2013 >>
(Link, Reply)
By Hungary orrrcccus 
Cfg's structure is copied from noctis ql config.

Download:
http://www.sendspace.com/file/isam7a
Edited by orrrcccus at 01:33 CDT, 4 July 2013
<< Comment #76 @ 04:46 CDT, 4 July 2013 >>
(Link, Reply)
By Germany ybl 
bttr zoom script for RG

http://pastebin.com/w9nxdptF

bttr colors hud
http://pastebin.com/HgPdxpm2
Edited by ybl at 10:03 CDT, 9 July 2013
<< Comment #78 @ 12:33 CDT, 11 July 2013 >>
(Link, Reply)
By Haiti pazer 
http://imgur.com/a/p7u9L
http://www.sendspace.com/file/85hv35
<< Comment #79 @ 14:26 CDT, 23 July 2013 >>
(Link, Reply)
By Earth Heartlesss 
DOWNLOAD
http://www.sendspace.com/file/shrb36

CHANGELOG
- smaller simpleitems, no more bobbing
- 30cm/360°
- added cg_drawdead/hit friends time to their default values
<< Comment #80 @ 10:58 CDT, 15 August 2013 >>
(Link, Reply)
By Earth Heartlesss 
DOWNLOAD
http://www.sendspace.com/file/cstjwv

CHANGELOG
- simpleItemsBob 2 (only the armors and MH are bobbing)
- now using 1150dpi@500hz; sensitivity 1.2 (29cm/360°)
<< Comment #81 @ 14:35 CDT, 17 August 2013 >>
(Link, Reply)
By Earth Heartlesss 
DOWNLOAD
http://www.sendspace.com/file/9qdytu

CHANGELOG
- revert back to sensitivity 2.8 (30cm/360°) @ 450dpi
<< Comment #92 @ 06:59 CDT, 20 September 2013 >>
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By Croatia Venser  - Reply to #81
Abyssus?
<< Comment #93 @ 11:01 CDT, 20 September 2013 >>
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By Earth Heartlesss  - Reply to #92
Zowie FK

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