What is Viz? Viz is a TOTALLY configurable mod for Quake 3. "out of the box", Viz behaves almost identically to standard Q3 [only a few minor cosmetic changes are evident]. But Viz gives you LOTS of options... Client-side vars: 0. cg_ThirdPerson - when set to -1, this lets you see out your model's eyes, which means you can see your model's feet, cast your own shadow correctly when cg_shadows is 2, and otherwise kick ass. 1. cg_BobItems - set to '0' to make the items stop their annoying little dance and sit still on the ground for a change; set to any other value and they bob and rotate like monkeys on crystal meth, just like id likes it. Setting it higher/lower will control how high they bob; 1.0 is default. You can set it to a negative value to control how high powerups bob, while keeping all other items still and non-rotating. 2. cg_ScaleWeapons - set to 150 by default, this scales up weapon pick-up models by 1.5x (just like id's game). Set it to '100', and they're the same size as they are in your hand. Set it to '50' or '1000' for a few laughs. 3. cg_CoolRailGun - set to 0 by default, when activated [set to non-zero] this uses a polygon-intensive, but AWESOME-looking railtrail effect. Server-side vars: 4. g_weaponRespawn - set to -1 to get 'weapons stay' mode from Q1/Q2 - weapons will not disappear when you walk over them, and will only give you their default ammo if you are below that amount of ammo - any higher, and it ignores you instead of giving you an extra 1 ammo. Set to 0, and weapons go AWAY when picked up - the weapons the level starts with is all there will ever be. 5. g_AllowHealth - set to 0 to suppress spawning of all health. 6. g_AllowHealth - set to 0 to suppress spawning of all armor. 7. g_AllowPowerups - set to 0 to suppress spawning of all powerups. 8. g_PlayerClasses - set to 0 by default. When set to 1, loads all playerclass info, and assigns each model to its corresponding playerclass, defined in viz_playerclasses.cfg. This sets their health, damage rates, whether they bleed, and other fun things, as follows: name: ORBB // name of the model speed: 1.8 // how fast the model runs compared to "default" jump_h: 1.5 // how high the model jumps compared to "default" mass: 150 // model's mass, 200 is "default" h_head: 3.0 // damage multiplier for head hits w_head: 15.0 // size of head, 6 is default h_body: 0.8 // damage multiplier for body hits health: 100 // max spawning health bleed: yes // whether model bleeds sticky: yes // whther model walks on walls (ONLY LOOKS RIGHT FOR ORBB!!!!) crouch: 2 -5 5 // forward, right, up (x,y,z) position of waist relative to origin while crouching stand: 2 -5 18 // forward, right, up (x,y,z) position of waist relative to origin while standing jump: 0 0 25 // forward, right, up (x,y,z) position of waist relative to origin relative to origin while jumping walk: 4 0 10 // forward, right, up (x,y,z) position of waist relative to origin while walking (defaults to standing) run: 4 0 10 // forward, right, up (x,y,z) position of waist relative to origin while running (defaults to walking) head: 11 0 -14 // forward, right, up (x,y,z) position of head relative to waist gun: 0 0 12 // forward, right, up (x,y,z) position of gun barrel relative to waist Head and waist positions are important for determining leg and head hits. Leg hits cause roughly half the damage of torso hits, but also cause the player to slow down. The more hurt the player becomes, the more leg damage matters. Note: when a head kill is achieved, the model's head WILL be blown off. (FIXME: make an award for head kills) 9. g_BleedToDeath - set to 0 by default, setting this to a positive value causes all player classes which bleed to do so, and sets the "bleed rate". The way this works is, if g_BleedToDeath is set to 25, then 25% of all damage taken from "penetrating" sources is taken as bleed damage every second. Thus, if g_BleedToDeath is set to 10, and you take 20 bleed-capable damage, you will lose an additional 2 damage per second from bleeding. 10. g_HeadScale - set to 1 by default, setting to something like 3 puts you in "Big Head Mode", where models heads show up HUGE, and head hits become much easier. 11. g_ImpactGrenades - set to 1 by default. When set to 0, grenades no longer explonde on impact with players; instead, they bounce slightly off the person they hit, and cause that person around 2 damage. 12. g_OneWeaponPerPlayer - forces one weapon per player: attempting to switch weapons causes you to drop your gun and run around with your bare fist (sort of a powered-down gauntlet); and you can ONLY pick up a gun if you've dropped the old one. You can also only pick up ammo for the gun you've currently got. 13. g_InventoryAmmo - causes ammo to be an inventory item, which must be used to reload the gun (FIXME: this is still very buggy, and does not work right at all). -Hentai, da VWep whore [in vita non pacem est]