Graphics:
r_mode, r_colorbits, r_texturebits
The screen resolution, color depth & texture color depth. The preferrable mode should be 640x480x32 for most, which gives you the best visibility, fastest FPS and highest monitor refresh rates. Set r_mode to "3", r_colorbits and r_texturebits to "32" for this mode. I've included two screenshots for easy comparison between 16 and 32 bit color depth. You can clearly see the bad image quality of the 16 bit mode screenshot. In-game, the difference is even greater.
r_ext_compressed_textures
Texture compression. Useful only with high texture detail or/and resolution. Totally useless for the usual quaker config (picmip around 5). Decreases visual quality and remember, the clearer the image is, the better you see the enemy. So, leave this setting at "0".
r_textureMode
The way the textures are treated. GL_NEAREST is without any filtering, GL_LINEAR adds bilinear filtering, GL_LINEAR_MIPMAP_NEAREST does bilinear filtering with mipmapping, GL_LINEAR_MIPMAP_LINEAR does trilinear filtering with mipmapping. Usually, one would chose the best looking mode (GL_LINEAR_MIPMAP_LINEAR), which doesn't even cost much rendering power (FPS), BUT the deal is: the cycles used for filtering add a few ms of "graphics card lag" to the game. You will most probably notice it for yourself, at least when switching between GL_NEAREST and GL_LINEAR_MIPMAP_LINEAR. The game feels much more responsive with GL_NEAREST, so I'd recommend this setting. If you cannot play without filtering, take GL_LINEAR and not the more advanced modes.
cg_noProjectileTrail
Removes the smoke trail from the projectiles of the Rocketlauncher and Grenadelauncher. Highly recommended. Set it to "1".
cg_showPlayerLean
Toggles the leaning of player models introduced with PR 1.27. This may be another disturbing factor to your gameplay so you might set it to "0". Some players prefer to have playerlean enabled because they might predict the opponent's movement better - personal preference after all.
cg_enemyColors
Through this command you can change the color of your enemy's models to your liking. The screenshots show a blue standard model and one with cg_enemyColors set to "2222". You can clearly see the difference. The first number stands for the rail color, the second for the head/helmet, the third for the shirt, the forth for the legs and can be defined through numbers (0-9) or letters (A-Z). This command is a feature of OSP (originally from CPMA), please read through the OSP docs (/osp/Docs/osp-q3-ClientReadme.txt) for details about usage.
cg_trueLightning & cg_altLightning
r_mode, r_colorbits, r_texturebits
The screen resolution, color depth & texture color depth. The preferrable mode should be 640x480x32 for most, which gives you the best visibility, fastest FPS and highest monitor refresh rates. Set r_mode to "3", r_colorbits and r_texturebits to "32" for this mode. I've included two screenshots for easy comparison between 16 and 32 bit color depth. You can clearly see the bad image quality of the 16 bit mode screenshot. In-game, the difference is even greater.
![]() 32 bit | ![]() 16 bit |
r_ext_compressed_textures
Texture compression. Useful only with high texture detail or/and resolution. Totally useless for the usual quaker config (picmip around 5). Decreases visual quality and remember, the clearer the image is, the better you see the enemy. So, leave this setting at "0".
r_textureMode
The way the textures are treated. GL_NEAREST is without any filtering, GL_LINEAR adds bilinear filtering, GL_LINEAR_MIPMAP_NEAREST does bilinear filtering with mipmapping, GL_LINEAR_MIPMAP_LINEAR does trilinear filtering with mipmapping. Usually, one would chose the best looking mode (GL_LINEAR_MIPMAP_LINEAR), which doesn't even cost much rendering power (FPS), BUT the deal is: the cycles used for filtering add a few ms of "graphics card lag" to the game. You will most probably notice it for yourself, at least when switching between GL_NEAREST and GL_LINEAR_MIPMAP_LINEAR. The game feels much more responsive with GL_NEAREST, so I'd recommend this setting. If you cannot play without filtering, take GL_LINEAR and not the more advanced modes.
![]() GL_NEAREST | ![]() GL_LINEAR_MIPMAP_LINEAR |
cg_noProjectileTrail
Removes the smoke trail from the projectiles of the Rocketlauncher and Grenadelauncher. Highly recommended. Set it to "1".
cg_showPlayerLean
Toggles the leaning of player models introduced with PR 1.27. This may be another disturbing factor to your gameplay so you might set it to "0". Some players prefer to have playerlean enabled because they might predict the opponent's movement better - personal preference after all.
cg_enemyColors
Through this command you can change the color of your enemy's models to your liking. The screenshots show a blue standard model and one with cg_enemyColors set to "2222". You can clearly see the difference. The first number stands for the rail color, the second for the head/helmet, the third for the shirt, the forth for the legs and can be defined through numbers (0-9) or letters (A-Z). This command is a feature of OSP (originally from CPMA), please read through the OSP docs (/osp/Docs/osp-q3-ClientReadme.txt) for details about usage.
Blue enemymodel | ![]() Green enemymodel |
cg_trueLightning & cg_altLightning




