More Useropts Options

341 posts · 2006-03-02 14:03:09 to 2009-05-29 14:43:01

#11400013376 03/02/2006 14:03:09 More Useropts Options

It's been almost three years since I originally posted this topic. It's time to, at the least, organize this thread somewhat, to provide the structure that's been lacking as well as to give a sort of overview for new players. Okay.

What are useropts? Essentially, they are state variables that modify how your game runs, which you define in a text file in your game's installation folder (typically C:\Program Files\Monolith Productions\The Matrix Online\useropts.cfg). Two notes about this file: It does not exist at first. To use useropts, you must create it. Second, don't let the "CFG" extension fool you. It is essentially a .txt file, just renamed as CFG. Lots of things are possible with useropts. You can modify your graphics to make them crisp and sparkly, or on lower end machines you can push the client to run as efficiently as possible. Basic UI modifications, defining camera and effects behavior, customizing how you see the world, and all sorts of things.

The number of useropts has always relatively remained the same, but apart from a choice few parameters given to players through autoexec.cfg, options.cfg, or Rarebit's posts, most remained unknown. I did a bit of exploration back in the day and found a slew of commands. I've released some of them, and am glad to see that many of the things posted in this thread have caught on and benefited the community's MXO experience... such as the now near-universal GreenTint RGB tweak, HackView, ShowTitleInName, et cetera.

Note: Not _all_ the parameters listed in this thread work. For a lot of the primary, very very old posts, I was just finding these settings, and had not tested many yet. Regardless, the settings exist, so I list. Some settings, like say, ones that would change the texture of weather particles (it's snowing FM-1500s?) are set to admin-only. Normal clients cannot use them. Player feedback should be a decent indicator of if something works or not, unless the command in question is some obscure setting, like the chat system's max buffer size before flush.

For those new to useropts, here is a starter useropts file with basic options. All but the first two lines are disabled. Remove the # in front of a command to turn it on. The procedure for using useropts (at basic levels, anyhow), is to set up your useropts file as you want it, save it, and then open the MXO client. With this method, you cannot change useropts settings while you are ingame. Try not to modify your advanced video options when ingame - some useropts will be modified by the automatic load of options.cfg (or the auto_#_#) settings, so you may need to relog to get your settings back. Play around with it and see what results modifying the parameters yield, then have fun testing all sorts of options


http://bayamos.systematic-chaos.net...ts/useropts.cfg

---

INDEX:

A few examples of my useropts configs in action, to demonstrate how wide open the possibilities are.

- Bayamos

Archived Media

#11400013383 03/02/2006 15:45:31 Re: More Useropts Options
........Sob* that means nothing to me.......cry* :smileysad:



#11400013386 03/02/2006 16:20:19 Re: More Useropts Options
"/autoignore duel" performs the same function as setting the duel consideration timer to 0, and it's much easier to reverse.

Finally, a setting to override the camera scripting, even during bullet time!
I've already managed to get some very pretty and less-usual angles on some of my special moves.

Nice finds, Bayamos.

- Void
Recursion: n - See Recursion.
Void's Sig
#11400013399 03/02/2006 18:43:23 Re: More Useropts Options
Good stuff. Looks like im gonna be doing some experimenting tonight.
#11400013411 03/03/2006 00:07:46 Re: More Useropts Options

Teivel wrote:
........Sob* that means nothing to me.......cry* :smileysad:


*cough*
#11400013417 03/03/2006 03:35:04 Re: More Useropts Options
Wow, sounds awsome... especially all those Hyperjump camera options. That always bugged me... now I can fix the camera myself. Whoho!

Great work, please keep those commands coming if you find more of these small configs. Btw, how did you find them?

>revolt_

Message Edited by >revolt_ on 03-03-200603:35 AM

#11400013420 03/03/2006 04:47:09 Re: More Useropts Options

ORIGINAL FIRST POST (moved for thread update):

I'll share some of my more interesting discoveries with you guys. I haven't yet had the time to test them, so lemme know if they work. NOTE - These are not officially supported that I know of. If you misuse these or they cause problems, I take no responsibility for you choosing to test them.

Now let's get to it.

CameraHeightOffsetSitGrnd - Offset of camera when a player is sitting on the ground
CameraHeightOffsetOther - Offset of camera in "other" cases - probably hyperjump, etc.
CursorMaxPickingDist - Max distance in cm the cursor will look for a hover target
CursorSpeed - Speed of hardware cursor. Allowable values are 1-20.
UseCursorSpeed - if "true," overrides hardware cursor speed
MouseTurnBuffer - The player will turn left or right if the cursor is this many pixels from the edge of the screen.
AdvVideo_Check_Fill_AntiAliasing - This checks the Anti Aliasing box in Advanced Video Options
ScreenRestoreWait - The amount of time it waits to confirm a resolution change
EnableSplash = 0. A less lengthy way to stop the advert splash screens when you start the game.
AllowBulletTimeCamera - Set this to 0 to disable the automatic override of the camera for bullet time.
CameraBumpTurnEnable - Set this to 1 to enable camera bump turning in screenshot mode.
ILFreeLookLookAtDuration - The freelook combat camera will take this long to go to the new combat center.
ILFreeLookNewTargetDuration - The freelook combat camera will take this long to rotate itself.
ILFreeLookCameraDefaultPitch - The initial pitch of the freelook combat camera.
ILFreeLookCameraDefaultYaw - The default yaw of the freelook combat camera.
CombatCameraMinDist
CombatCameraMaxDist - Like CameraMaxDist, but for combat camera specifically.
CameraNavMeshPhysics - Turn this on to see the camera not go off the Nav Mesh.
CameraPhysicsNearDist - The camera will start its physics collision tests this distance from the player's head.
CameraMinJumpHeight
CameraMaxJumpHeight
CameraJumpMinHeightOffset
CameraJumpMaxHeightOffset
CameraJumpMinFOV
CameraJumpMaxFOV
CameraJumpDefaultPitch
CameraJumpMinPitch
CameraJumpMaxPitch
CameraHyperjumpPitch - The camera will go to this pitch while the player is hyperjumping.
ILCameraSmoothStartPosDuration
ILCameraSmoothStartPosMaxSpeed
CameraMaxFrameTime
MouseTurnMaxFreeLookYaw - This sets the max amount the mouse-turn action will rotate the camera before the player plays a turn animation.
ChallengeMaxConsiderTime - The time a duel challenge must be answered. Set to 0 to never duel.
WR_MatrixView_ForceOn - Forces Matrix View, I think.

Enjoy, and let me know how they work

I'm currently going through more to release.

It seems ColorExperienceAward is not permissable for normal clients to define, so scratch that. Other ones, like ServerMinDistSqr aren't allowed to be set by the client - that's the parameter that defines how far the user can get away from his server position before they're teleported back, which we know as "rubberbanding."

Once I finish testing the "Every IL attack animation is in bullet time" parameter, I'll post it. I've posted the ones that had written descriptions; the other ones I have are just commands. I'm gonna go through them to see what works, what doesn't, and how to use them. Then I'll post the new ones.

As for how I found them, in order for the client to recognize the parameters, they must be defined in a programming file somewhere in the installation. There's a lot of garbage code and symbols to sift through, but they're there.

Just be careful about going through resource files - looking is fine that I know of, changing anything is against the EULA. And some files contain spoilers if you figure out how to open them, so that's another thing to be wary of.

Message Edited by Bayamo on 03-03-200607:51 AM

#11400013421 03/03/2006 04:47:27 Re: More Useropts Options

Null. Double post.

Message Edited by Bayamo on 03-03-200607:47 AM

#11400013424 03/03/2006 04:57:43 Re: More Useropts Options
Cool. Sounds good.

I'm waiting for the time when we can distribute player mods to our UIs like other MMOs... SMILEY

>revolt_
#11400013435 03/03/2006 10:02:13 Re: More Useropts Options
This is what I've been doing for like 4 days straight. I posted vids to get more interest.
It will be good with more minds on it...

Until next time... Complete with vid... Though...mods will probably delete this, which is cool...
It's kinda hacking. Though totally client side.

But it IS the Matrix.... Totally customizable of course...

http://files.filefront.com/hacksavi/;4833487;;/fileinfo.html


#11400013439 03/03/2006 10:35:37 Re: More Useropts Options
/cheer
  Thanx Stack
#11400013445 03/03/2006 12:44:55 Re: More Useropts Options

More.

FX_Wind_Scale
FX_Wind_Change_Scale - Seem pretty self explanatory.

WR_WeatherSnd_InOut_Speed


CameraMaxYawChange
CameraUserPitchSpeedScale
CameraUserPitchLookSpeedScale
CameraUserYawSpeedScale
CameraMoveModeRotSpeedScale
CameraUserDistSpeed

CameraBumpTurnStartZone
CameraBumpTurnSpeedScale
CameraBumpPitchStartZone
CameraBumpPitchSpeedScale
CameraBumpDeadZone
CameraDefaultPitch
CameraDefaultYaw
CameraDefaultDist
CameraDefaultHeightOffset
CameraHeightOffsetTime
CameraUserKeyYawSpeedScale
CameraUserKeyPitchSpeedScale
CameraUserKeyDistSpeedScale
CameraChaseMovementOffsetDistance
CameraChaseMovementOffsetPitch
CameraChaseRotationDuration
CameraChaseMaxAngle
CameraChaseMaxAngularSpeed
CameraStiffMovementOffsetDistance
CameraStiffMovementOffsetPitch
CameraStiffMovementPitch
CameraStiffRotationDuration
CameraStiffMaxAngle
CameraStiffMaxAngularSpeed
CameraMaxDistSpeed
CameraDistInterpDuration

CameraMaxPitch
CameraMinPitch

CameraSpherePhysics - Used for internal debugging.

CameraMinJumpHeight
CameraMaxJumpHeight - Probably the Hyperjump Camera mode.

RenderBulletTimeOnly -  Use with AlwaysDoBulletTime

MovementRotationVelocity
ClipMovementRotationScale
MovementRunSlowdownDelay
MovementRunSlowdownDuration

ScreenFilters_GreenShift_Color_1_R
ScreenFilters_GreenShift_Color_1_G
ScreenFilters_GreenShift_Color_1_B

ScreenFilters_HackerView_Value_1
ScreenFilters_HackerView_Value_2
ScreenFilters_HackerView_Value_3
ScreenFilters_HackerView_Value_4

ScreenFilters_Screen_Glow_SubVal
ScreenFilters_Screen_Glow_BlurScale
ScreenFilters_Screen_Glow_BrightFactor
ScreenFilters_Screen_Glow_AutoSetVals
ScreenFilters_Screen_Glow_Just_Glow
ScreenFilters_Screen_Glow_Render_Spread
ScreenFilters_Screen_Glow_DownSample_div
ScreenFilters_Screen_Glow_Trg_Outdoors_Day_Subval
ScreenFilters_Screen_Glow_Trg_Outdoors_Day_BlurScale
ScreenFilters_Screen_Glow_Trg_Outdoors_Day_BrightFactor
ScreenFilters_Screen_Glow_Trg_Outdoors_Night_Subval
ScreenFilters_Screen_Glow_Trg_Outdoors_Night_BlurScale
ScreenFilters_Screen_Glow_Trg_Outdoors_Night_BrightFactor
ScreenFilters_Screen_Glow_Trg_Indoors_Subval
ScreenFilters_Screen_Glow_Trg_Indoors_BlurScale
ScreenFilters_Screen_Glow_Trg_Indoors_BrightFactor
ScreenFilters_Screen_Glow_Amb_Max

AmbientVolChangeSpeed
FX_Light_Glare_HalfSize
FX_Light_Glare_Alpha
FX_Light_Glare_Dst_0
FX_Light_Glare_Dst_1

FX_Wind_Torque_Factor
FX_RigSphr_RndFactor

WR_DrawInt_Lightning
WR_DrawSolid
WR_DrawPhysics
WR_DrawExterior
WR_DrawInterior
WR_DrawExteriorBBs
WR_DrawProps
WR_DrawShadows

WR_CustomAmbientEnable
WR_CustomAmbientR
WR_CustomAmbientG
WR_CustomAmbientB

WR_EnvDefaultStartDayOffset

WR_WeatherRainHorizDistance
WR_WeatherRainVertDistance
WR_WeatherRainMaxVolume
WR_WeatherRainParticles
WR_WeatherRainRenderStyle
WR_WeatherRainTime
WR_WeatherRainLength
WR_WeatherRainAlpha
WR_WeatherRainTexture

Same with Hail, Snow, Shadows

WR_WorldTint_Color_RGB

WR_MatrixView_ForceOn
WR_MatrixView_ForceOn_Blend
WR_MV_Enabled
WR_MV_MaxDuration
WR_MV_MinDuration
WR_MV_MaxFrequency
WR_MV_MinFrequency

WR_RenderStyle_Trans
RainSplash_Max_Count
RainSplash_Radius
RainSplash_FX_Len_Scale

Message Edited by Bayamo on 03-03-200603:49 PM

#11400013451 03/03/2006 14:28:22 Re: More Useropts Options
Bayamo, excellent work. I especially want to check out "WR_WeatherRainLength" and "WR_WorldTint_Color_RGB"... But do you think you can list some examples of the numbers that can be put into those fields?

Or do you not know what most of those do yet? Heh. We're unlocking the secrets of a perfect Matrix that is possible/within reach... This is great!

The first person to figure out how to disable status affect symbols and ability icons floating up out of people's heads (While keeping the sound effects intact) wins the entire Internet...
#11400013453 03/03/2006 14:57:41 Re: More Useropts Options
I think somewhere in Dathan's posts he has listed the ability to take away all the floating icons and hacker animations and such through the useropts.  He didn't post whether the sound goes away or not, but u could always try it yourself.
#11400013456 03/03/2006 15:48:36 Re: More Useropts Options
Before I try to even understnad these, are any of these known to be punishable by Perma-Ban? Mods, please give some input so we don't have another "Data Mining" incident...
#11400013458 03/03/2006 16:29:59 Re: More Useropts Options

I sincerely doubt that there's any problem with these, as Rarebit's released new useropts commands before.

If the client has permission to specify a certain value, it had to be set that way - so the only way there could be a problem is if they accidentally let us use a parameter we're not supposed to.

But all the parameters I've listed below deal with the camera, so only you see them client-side.

#11400013459 03/03/2006 16:44:13 Re: More Useropts Options
Rarebit has already told us that some of the useropts are admin-only, so if there are any that we can use, we're allowed to use them.

That being said, he wasn't sure that some of them were admin-only, so there may still be some (like CameraPhysics) that would be exploits (though CameraPhysics is definitely an admin-only one).

For the most part, these only change the client-side settings like graphics, camera, etc. So they don't really affect how you play the game, which is really what exploits are about.
#11400013465 03/03/2006 18:55:31 Re: More Useropts Options
Mm... Nice.
Now to play with the screen filters and make pretty things.

- Void
Recursion: n - See Recursion.
Void's Sig
#11400013468 03/03/2006 20:09:45 Re: More Useropts Options


Stack wrote:

That being said, he wasn't sure that some of them were admin-only, so there may still be some (like CameraPhysics) that would be exploits (though CameraPhysics is definitely an admin-only one).


That's only partially true at the moment...
#11400013487 03/04/2006 02:26:10 Re: More Useropts Options


dathen wrote:


Stack wrote:

That being said, he wasn't sure that some of them were admin-only, so there may still be some (like CameraPhysics) that would be exploits (though CameraPhysics is definitely an admin-only one).


That's only partially true at the moment...



Indeed  :smileywink:
#11400013503 03/04/2006 10:06:01 Re: More Useropts Options


Sykin wrote:
Bayamo, excellent work. I especially want to check out "WR_WeatherRainLength" and "WR_WorldTint_Color_RGB"... But do you think you can list some examples of the numbers that can be put into those fields?

Or do you not know what most of those do yet? Heh. We're unlocking the secrets of a perfect Matrix that is possible/within reach... This is great!

The first person to figure out how to disable status affect symbols and ability icons floating up out of people's heads (While keeping the sound effects intact) wins the entire Internet...



This gets rid of the ability icons for me:

State_Flags = 0

*EDIT* nvm SMILEY

Message Edited by Bayamo on 03-04-200601:19 PM

#11400013750 03/07/2006 12:47:45 Re: More Useropts Options
Still looking for FX stuff.
I saw this asked for in Dev Roundtable, so I figured I'd give it a post.
Do you hate helicopters? Does their sound drive you mad?

Richworld_HeliDensity = 0

#11400013756 03/07/2006 13:59:56 Re: More Useropts Options
At least you're trying (And know quite a lot to make valid attempts at this stuff). So you win a free complementary Internet, on the house...

Keep it up!
#11400013766 03/07/2006 15:05:36 Re: More Useropts Options
Those commands are already helping me out quite a bit. One more time: Fantastic work. SMILEY

>revolt_
#11400013816 03/08/2006 04:55:14 Re: More Useropts Options

Just mentioning, the helicopter sound has already been removed some time ago.

#11400015510 03/19/2006 07:36:04 Re: More Useropts Options
Sorry for the 11-day bump and a total noob question.

With the command "WR_WorldTint_Color_RGB", would you use "=RRGGBB" or "=#RRGGBB" or "= name of color" to change the tint?

#11400015513 03/19/2006 07:56:58 Re: More Useropts Options


ThePigeonKing wrote:
Sorry for the 11-day bump and a total noob question.

With the command "WR_WorldTint_Color_RGB", would you use "=RRGGBB" or "=#RRGGBB" or "= name of color" to change the tint?



So you read my post about mimicking End of Beta, perhaps... Hehehe. I think there is a WR_WorldTint_Color for each color.

For example, to make the world red...

WR_WorldTint_Color_R = 255

EDIT: Didn't work. Trying Hex code now.

Message Edited by Sykin on 03-19-200608:02 AM

#11400015516 03/19/2006 08:09:24 Re: More Useropts Options


Sykin wrote:


ThePigeonKing wrote:
Sorry for the 11-day bump and a total noob question.

With the command "WR_WorldTint_Color_RGB", would you use "=RRGGBB" or "=#RRGGBB" or "= name of color" to change the tint?



So you read my post about mimicking End of Beta, perhaps... Hehehe. I think there is a WR_WorldTint_Color for each color.

For example, to make the world red...

WR_WorldTint_Color_R = 255

EDIT: Didn't work. Trying Hex code now.

Message Edited by Sykin on 03-19-200608:02 AM




Haha, yeah, but I just wanted to mess with tint in any way possible, and figure out how it works. It could enhance my screenshots, and simply the game world around my player.
#11400015524 03/19/2006 08:31:43 Re: More Useropts Options
I can't seem to get any of the tint, ambient, or weather stuff to work at all.
#11400015535 03/19/2006 09:05:20 Re: More Useropts Options
Maybe it's admin-only stuff.
Though you can change the light-up window color without a problem...

- Void
Recursion: n - See Recursion.
Void's Sig
#11400015541 03/19/2006 09:20:59 Re: More Useropts Options
Crap. Sorry for the triple post.

With green filter on...
ScreenFilters_GreenShift_Color_1_R = 1
ScreenFilters_GreenShift_Color_1_G = 0
ScreenFilters_GreenShift_Color_1_B = 0

...gives me a red tint on everything. This is assuming 1 and 0 is true and false, and it actually uses this system. However, it will still eventually fade to green.

ScreenFilters_GreenShift_Color_0_G = 0
ScreenFilters_GreenShift_Color_0_B = 0

This actually eliminates green and blue completely with "green filter" turned on. The green filter isn't really a green filter, per se. It's just a system that cycles through all three colors, but green seems to stand out more. Using the above, when green and blue have their turns in fading in, actually makes shadows and dark things WAY darker than they're supposed to be. Dag, yo.

And so, technically,
ScreenFilters_GreenShift_Color_1_R = 1
ScreenFilters_GreenShift_Color_0_G = 0
ScreenFilters_GreenShift_Color_0_B = 0

...should enhance red and get rid of any other color filter.

EDIT: And yet, it does not. Red isn't enhanced anymore. Now red is at its normal level, green seems to be a bit lower, and blue is nonexistent.

None of this works with the "green filter" option off.

Message Edited by ThePigeonKing on 03-19-200609:31 AM

#11400015542 03/19/2006 09:35:08 Re: More Useropts Options
Interesting... Have you tested time of day yet? That was listed by Rarebit in one of his topics. I don't know. Why not all of these in the .cfg file?

ScreenFilters_GreenShift_Color_1_R = 1
ScreenFilters_GreenShift_Color_1_G = 0
ScreenFilters_GreenShift_Color_1_B = 0
ScreenFilters_GreenShift_Color_0_G = 0
ScreenFilters_GreenShift_Color_0_B = 0
#11400015543 03/19/2006 09:40:07 Re: More Useropts Options


Sykin wrote:
Interesting... Have you tested time of day yet? That was listed by Rarebit in one of his topics. I don't know. Why not all of these in the .cfg file?

ScreenFilters_GreenShift_Color_1_R = 1
ScreenFilters_GreenShift_Color_1_G = 0
ScreenFilters_GreenShift_Color_1_B = 0
ScreenFilters_GreenShift_Color_0_G = 0
ScreenFilters_GreenShift_Color_0_B = 0



I'll try that. When I did get the more enhanced red filter (though not as red as end of beta) it was nighttime, by the way. Seems daytime doesn't give you as intense colors, due to the sunlight. Darkness and shadows were different with these settings yet not light.
#11400015544 03/19/2006 09:51:18 Re: More Useropts Options
Whoa, I love this now. Finally a reason to use Green Tint. I think it makes black colors stand out a lot more; more contrast and saturation sort of. Goes great with my V for Vendetta theme.


#11400015545 03/19/2006 09:52:13 Re: More Useropts Options
Hahaha, okay, what you said worked, red stands out, other colors don't, and it fades from really dull dark to dark red.

Being inside, with high details, makes everything look WAY gritty with red, and being inside a building behind Zia North's hardline made me feel like I was playing Silent Hill.
#11400015546 03/19/2006 10:00:20 Re: More Useropts Options
Awesome! I'm going to have to check that out. And what better why to get into the mood for the upcoming Silent Hill movie? SMILEY

This is cool. I'm loving how dark and contrasting everything gets.


#11400015549 03/19/2006 10:08:12 Re: More Useropts Options
May I also suggest adding
ScreenFilters_GreenShift_Color_0_R = 1
to your little useropt greenshift list if you want all red all the time (doesn't fade to contrasting dark).


Now, if anyone wants, say, blue tint, just make all of the B values  = 1. For intense green, all G values = 1.



But for all red all the time:

ScreenFilters_GreenShift_Color_1_R = 1
ScreenFilters_GreenShift_Color_1_G = 0
ScreenFilters_GreenShift_Color_1_B = 0
ScreenFilters_GreenShift_Color_0_R = 1
ScreenFilters_GreenShift_Color_0_G = 0
ScreenFilters_GreenShift_Color_0_B = 0


However, I still haven't seen it in day time. *Checks watch*...Soon, though.

EDIT:







Muhahahahah!

Message Edited by ThePigeonKing on 03-19-200610:11 AM

#11400015554 03/19/2006 10:52:47 Re: More Useropts Options

A few things I've been playing with:

Spam

 Code Glow

 Red Glow

Once I get them figured out, I'll give them a post SMILEY

And it seems you guys are making good use of the Screen Filters ^^

I never found a way to get rid of state flags/effects Sykin SMILEY

Archived Media

#11400015559 03/19/2006 11:24:56 Re: More Useropts Options


Bayamo wrote:

Spam


Lmao!! Awesome, man. I love these useropts... It's like being able to change the Matrix Online to the point where it's like a fresh, new game.
#11400015562 03/19/2006 11:57:15 Re: More Useropts Options
Whoa. What command did you use to get that red glow?
#11400015564 03/19/2006 12:05:39 Re: More Useropts Options

O.o That red glow is kinda creepy.  Would be great for some strange horror movie if someone wanted to make one.

But that weird glowy code is awesome! 

#11400015568 03/19/2006 12:18:47 Re: More Useropts Options

OK, is there a way to manipulate the day/night cycle a bit?

Particularly:

Without increasing the green tint at sunrises/sunsets, still preventing it from fading away during the whole day?

Keeping the green tint at night all the time?

Removing the light reflections on the ground in specific daytimes?

#11400015570 03/19/2006 12:24:09 Re: More Useropts Options
Now i dont have any screens of this but if you darn bandana wearers wanted a cool effect instead of doing a green or red effect do blue. Thought the cyph's would enojy that tad bit. It actully look really cool its great during mid afternoon to early night
#11400015572 03/19/2006 12:25:40 Re: More Useropts Options


zeroone5069 wrote:

OK, is there a way to manipulate the day/night cycle a bit?

Particularly:

Without increasing the green tint at sunrises/sunsets, still preventing it from fading away during the whole day?

Keeping the green tint at night all the time?

Removing the light reflections on the ground in specific daytimes?




Not unless you're a dev, or unless you want to jack out when you hit a change time and change your useropts.
#11400015574 03/19/2006 12:45:55 Re: More Useropts Options
WR_CustomAmbientEnable = true
WR_CustomAmbientR = (whatever number)
etc


I believe this may be the sky color.

I tried this:
WR_CustomAmbientEnable = true
WR_CustomAmbientG = 20

Then I went to Rogers Way, where the sky is always tinted orange.

The horizon and near the buildings were tinted orange, more dark orange than anything. Anything above that in the sky was tinted green.

Although, I'm probably wrong.


EDIT: Nevermind, I'm wrong. The sky in Rogers Way just HAPPENED to be a bright blue/green, because when I tried red, it was still that way. That's rare, AND odd.

Message Edited by ThePigeonKing on 03-19-200601:25 PM

#11400015576 03/19/2006 12:52:47 Re: More Useropts Options

Bayamo wrote:
Not unless you're a dev, or unless you want to jack out when you hit a change time and change your useropts.
So I guess I'll have to write another petition on the development table then...
Maybe not that long as last time SMILEY
#11400015599 03/19/2006 15:26:05 Re: More Useropts Options

Any1 figured out why the grass render distances arn't working yet?

Man useropts is cool, lol.

#11400015617 03/19/2006 18:04:54 Re: More Useropts Options

is there anything i can do to get a first person mode other than sitting down in a chair, climbing on a pipe, dieing and then looking around, pushing hj, etc.  In other words: can i get first person without doing sumthin special? reason i ask is cuz a faction member of mine makes faction vids and we need a way to get first person

~Updater

#11400015618 03/19/2006 18:10:20 Re: More Useropts Options
CameraHeightOffset = 1.0
#11400015619 03/19/2006 18:16:54 Re: More Useropts Options

thanks, and i missed the first useropts thing so do i just type that in or do a / command?

Edit: and how would i undo that to go back to normal camera view- shift+r?

Message Edited by Gman2200 on 03-19-200608:21 PM