seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy"
set cl_hitsound_antispam_time 0.05 "don't play the hitsound more often than this"
-seta cl_eventchase_death 0 "camera goes into 3rd person mode when the player is dead"
+seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead"
seta cl_eventchase_distance 140 "final camera distance"
seta cl_eventchase_speed 1.3 "how fast the camera slides back, 0 is instant"
set g_nick_flood_penalty_yellow 3 "number of changes to allow before warning and movement blocking"
set g_nick_flood_penalty_red 30 "number of changes to allow before totally disorienting the player"
+seta g_waypointsprite_uppercase 1
set g_waypointsprite_normdistance 512
set g_waypointsprite_minscale 0.5
set g_waypointsprite_minalpha 0.4
set g_waypointsprite_limitedrange 5120
set g_waypointsprite_stuffbinds 0
seta g_waypointsprite_scale 1
+seta g_waypointsprite_fontsize 12
seta g_waypointsprite_alpha 1 "This allows the client to control transparency of the waypoint"
seta g_waypointsprite_edgefadealpha 0.5 "alpha multiplier near the edge"
seta g_waypointsprite_edgefadescale 1 "scale multiplier near the edge"
seta r_subdivisions_tolerance $r_subdivisions_tolerance
// ticrate
-sys_ticrate 0.0166667
-cl_netfps 60 // should match
+//sys_ticrate 0.0166667
+sys_ticrate 0.0333333
+cl_netfps 60 // should match or be a multiple
sv_gameplayfix_delayprojectiles 0
sv_gameplayfix_q2airaccelerate 1
sv_gameplayfix_stepmultipletimes 1
set developer_shtest 0 "experimental speedhack detection"
set waypoint_benchmark 0 "quit after waypoint loading to benchmark bot navigation code"
set g_debug_bot_commands 0 "print scripted bot commands before executing"
+set g_debug_defaultsounds 0 "always use default sounds"
// debug cvars for keyhunt attaching
set _angles "0 0 0"
r_cullentities_trace 0
// less "lagging" of other players, but also less PL tolerant... let's try this
-sv_clmovement_inputtimeout 0.05
+sv_clmovement_inputtimeout 0.07 // more than 2, less than 3 server frames
// exact gloss looks better, e.g. on g-23
r_shadow_glossexact 1
// create this cvar in case the engine did not
set snd_soundradius 1200
+// declare the channels we use
+seta snd_channel8volume 1 "QuakeC controlled background music volume"
+seta snd_channel9volume 1 "QuakeC controlled ambient sound volume"
+
// loading screen
scr_loadingscreen_background 0
scr_loadingscreen_barcolor "0 0.5 1"
scr_loadingscreen_barheight 12
-scr_loadingscreen_count 12
+scr_loadingscreen_count 13
scr_loadingscreen_scale 999
scr_loadingscreen_scale_base 1
scr_loadingscreen_scale_limit 2
exec effects-normal.cfg
exec physicsX.cfg
exec turrets.cfg
+exec vehicles.cfg
// hud cvar descriptions
exec _hud_descriptions.cfg