Tweaks
From Call of Duty 2
Contents
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Bitching
It is with great frustration that I am forced to write about this issue; for it is messy and complicated. But I grow tired of having to rehash this so often in chat, that I'm writing an article about it because there's a LOT to say.
Definition of Tweaks
For the sake of a universally accepted definition of a 'tweak', I am declaring that a 'tweak' is any command that can be typed into the console that changes nearly anything about the way game plays.
Free Beer: No Hacks Tweak Policy
Here, we try to clearly define the past, present, and future policies for the 'Free Beer: NO Hacks' server.
Original Tweak Policy
In the early days 'No Hacks' philosophy, the general rule was that we wanted no HACKS. We defined hacks as any external program or library (.dll) that would allow in-game cheats like wall-hacks or aim-bots. We were focused on HACKS. As long as it wasn't a program, then it was legal. If you could type a built-in command in the console - then it wasn't considered a hack. Simply stated: If you could type it - then it was legal.
Evolving Tweak Policy
The original policy proved to be inadequate for a number of reasons.
- More tweak commands were being discovered.
- More people are circulating and sharing the tweaks that have been discovered.
- And most importantly of all, some of the tweaks are too powerful.
The benefit is too great. Some of the tweaks have advantages that are on par with hacks. For example, with the lighting tweak, players glow in the dark. People that use that tweak can see you bright as a lamp in a pitch dark room. That one tweak meant that the original policy no longer was enough.
As more of the built in tweaks being discovered grew increasingly powerful and tweak popularity grew and their usage spread, the rules had to change.
The problem: what they're changing into is not clearly defined. Some tweaks are easy to outright outlaw, some tweaks are nearly harmless, and other tweaks are endlessly debatable and questionable. This is murky territory. Mostly because it stands to challenges years of tradition for what passes a 'normal config'. Trying to strike the right balance between unfair tweaks and 'NO Hack' spirit is proving to be difficult argument to resolve cleanly.
The new rules say keep it fair. What passes for fair is still being debated.
The true spirit of 'NO Hacks' says to only use menu-based tweaks... But that's not actually the rule (yet?).
Difficulty of Enforcement
Some tweaks are extremely difficult to detect. Especially if the tweak is used lightly rather than full-on. Enforcement on this is near impossible as far as I can see. Some tweaks can be detected and can be dealt with, but others remain difficult to catch.
Future Policy Debate
Better to completely ban? Better to completely allow? Better to allow some?
Known Tweaks
Completely Fair Tweaks
The only thing I can really think of that counts as a completely fair tweak is if there is a built in menu option for changing it. That is what I call 'developer sanctioned tweaks'. This includes any option that you can select from the built in menus. Here are some examples of built in tweaks that can translate into real advantages:
Graphics Resolution
If you have a slow computer, lowering your resolution can help you get a faster frame-rate and smoother gameplay.
If you have a fast computer, using a higher resolution allows to see more clearly at farther distances.
In general, you want to find the resolution that strikes the right balance between detail and frame-rate.
Mouse Sensitivity
Crank your mouse sensitivity UP. Getting the mouse sensitivity up makes it easier to whip around and check what's around you. It makes aiming faster.
Mouse Smoothing
This is nice. It lowers the sensitivity of your mouse slightly at the benefit of more fluid-like movement. Try it, I think you'll probably like it. This is especially helpful if you find your mouse making big jumps when you try to move it only a little. This helps counterbalance some of the impact of increasing your mouse sensitivity.
Unsync the Frame
If you have a fast computer and video card, in the Graphics Options, un-check the box for 'Sync Every Frame'. This will allow your frame rate to run faster than your monitor refresh rate. By default, the game will not try to render faster than your monitor can display. By unchecking the box, we allow the computer to render frames faster than your monitor can display. Even though your monitor can't see that fast, the client game physics are changed at higher frame rates.
If your frame rate is stuck at 85 or 90 and won't go any higher, chances are you need to un-check this box.
Rendering Method Preference
Most modern video cards will use DirectX 9 by default for Call of Duty 2. DirectX 9 provides dynamic lighting. When people shoot guns, there is a glowing sphere of light. This makes it easier to spot enemies when they shoot. This also makes it harder to see beyond your own gun when you fire it. DirectX 9 also enables falling snow in the Russian maps. DirectX 9 looks pretty, but it interferes with visibility and drags down performance.
DirectX 7 is an older rendering API that supports less of the features that make the DirectX 9 one look pretty. By setting the rendering method preference to DirectX 7, it removes much of the visual clutter and makes it easier to spot enemies. This simplicity in rendering also translates into less work for your video card to do and a higher frame rate.
Possibly Unfair Tweaks
Weapon Scripting
Weapon Scripting allows you to directly access the programmatic results of selecting a weapon from a menu. With weapons scripting, you can effectively spawn with weapons from the other team's arsenal.
Russian Weapons
/openScriptMenu weapon_russian PPS42_mp /openScriptMenu weapon_russian mosin_nagant_mp /openScriptMenu weapon_russian SVT40_mp /openScriptMenu weapon_russian mosin_nagant_sniper_mp /openScriptMenu weapon_russian shotgun_mp /openScriptMenu weapon_russian ppsh_mp
American Weapons
/openScriptMenu weapon_american greasegun_mp /openScriptMenu weapon_american m1carbine_mp /openScriptMenu weapon_american m1garand_mp /openScriptMenu weapon_american springfield_mp /openScriptMenu weapon_american shotgun_mp /openScriptMenu weapon_american thompson_mp /openScriptMenu weapon_american bar_mp
British Weapons
/openScriptMenu weapon_british sten_mp /openScriptMenu weapon_british enfield_mp /openScriptMenu weapon_british m1garand_mp /openScriptMenu weapon_british enfield_scope_mp /openScriptMenu weapon_british shotgun_mp /openScriptMenu weapon_british thompson_mp /openScriptMenu weapon_british bren_mp
German Weapons
/openScriptMenu weapon_german mp40_mp /openScriptMenu weapon_german kar98k_mp /openScriptMenu weapon_german g43_mp /openScriptMenu weapon_german kar98k_sniper_mp /openScriptMenu weapon_german shotgun_mp /openScriptMenu weapon_german mp44_mp
weapons.cfg
For a simplified push-button bind for selecting any available weapon (and saving you from having to remember all the weapon_mp names, please see: Weapons.cfg
High Frame Rates
/com_maxfps 333 Default: 85 Range: 0-1000
By default, the maximum frame rate is capped at 85 (or sometimes 90) frames per second by the default settings.
The default cap can be overridden in the client allowing them to achieve rates faster than 90.
Higher frame rates offer many benefits.
Fluidity (High Frame Rates)
The most obvious benefit is that the game will play more smoothly. When the rendering is fast, its much easier to take aim on a target.
Speed (High Frame Rates)
One unintuitive benefit of higher rates - is that you seem to be able to run slightly faster. Increase in speed is huge benefit, especially when you get good at jumping, dodging, and wiggling to avoid fire. Also makes it easier to run CTF flags.
Glitching (High Frame Rates)
This slight increase in speed enables the player to jump moderately farther and slightly higher than they could before. This allows jumping to places that cannot be reached by people with lower frame rates.
Kevlar? (High Frame Rates)
Completely unsubstantiated theory of mine, but I suspect that higher frame-rates somehow translate into less player damage. With high frame rates I seem to be able to survive sniper / rifle fire that kills most people. Some people bitch about 'Kevlar', and I suspect that Kevlar syndrome is caused by higher frame rates. -- Completely unsubstantiated theory of mine - I don't have a way to test it with any precision.
UPDATE: someone else has suggested that the 'Kevlar' effect is caused by very low ping (not high frame rate).
Level of Detail Scaling
/r_lodscale <number> Default: 1 Range: 1-4
The Call of Duty 2 rendering engine tried to support a wide range of video cards, including lower-end video cards. The rendering engine has built-in commands for dumbing-down the geometry and reducing the number of polygons for models for older, slower video cards. The problem is, they didn't restrict that feature from people with faster video cards. By simplifying the geometry, there is a further frame-rate boost gained and geometry is simplified. Moving objects are even easier to spot and bushes and vegetation are thinner, visibility through the bushes improves, and the bushes completely disappear from rendering at a much closer range. This tweak is especially beneficial (and noticeable) when snap-shooting on the bush-heavy Brecourt level. There is also a disadvantage associated with this: grenades are not rendered until they are closer to you.
BONUS: when using r_lodscale 4, some treads on tanks are animated as moving (but only when viewed at fairly close range.)
r_polygonoffset commands
r_polygonOffsetBias
/r_polygonOffsetBias 16 Default: -1 Range: -16 to 16
This tweak helps increase enemy visibility.
By cranking up the r_polygonOffsetBias we end up with cleaner textures and it becomes easier to spot an enemy. Enemies visually stand out more when they are in front of smoother textures. By increasing this value game graphics become simpler; they don't look as pretty, but they render faster (higher frame-rates), and make it easier to see your enemy.
Cranking up the the r_polygonOffsetBias all the way to 16 simplifies a lot textures. Textures look "cleaner" as if all the dirt and smudges and bullet marks were cleaned off them.
Some wall overlay textures disappear entirely. For example, many of the buildings in the French levels have signs on them that say Pharmacy or Hotel, but those textures are removed with r_polygonOffsetBias values of 4 or larger.
Bullet marks from your gun also disappear with r_polygonOffsetBias values of 4 or larger. Emptying your clip into the wall no longer leaves markes on the wall. SUCH A CLEAN WALL!
r_polygonOffsetBias values greater than zero (1 or higher) disable texture blending / smoothing between different types of ground. What used to previously be smooth transitions between different texture types (such as grass meets dirt) now become abrupt hard edges. This further contributes making the textures appear clean.
r_polygonOffsetScale
/r_polygonOffsetScale 4 Default: -1 Range: -4 to 4
In some ways, this setting is similar to r_polygonOffsetBias. It simplifies visuals making for less clutter and provides a slight frame-rate boost in the process.
As far as I can tell, this setting has something to do with how triangles are textured and smoothed.
With it's default settings, it helps smooth and blend adjacent texture types, and helps improve the visual stability of angled geometry in the distance.
By cranking the r_polygonOffsetScale up to 4, there is a slight frame-rate increase that is gained (less than 10 frames per second by my testing). Visually, the game becomes even simpler.
The most obvious impact of increasing this is that many areas that used to be covered in dirt now appear to be made of rock. Much of angled hills in Egypt appear to be made out of solid rock now.
Another obvious issue is the stability of angled geometry. As your viewing angle of a triangle changes, the texture may abruptly flip between two types. This texture changing can be somewhat visually distracting, but helpful if you're tweaking for maximum frame-rate.
A less subtle impact of cranking this up is that textures have much more abrupt edges and less variation in light levels.
Snow especially becomes cleaner. Less rock and debris in the snow makes for smoother textures and better snow visability.
UPDATE: TweakGuides.com defines this variable as: Determines the rate at which the LOD Bias value comes into effect. That is, models closer to you will lose more details more quickly the higher the lodscale value.
fastfire.cfg
Fastfire is a config file for firing your gun very quickly. It only works when lying down. It allows you to shoot machine-guns, pistols, and semiautomatic rifles VERY quickly. You can empty an entire mp44 or bren clip in a second or two.
Essentially this exploits a bug in the model animation system and allows you to circumvent the built-in firing rates of guns. The script essentially does this over and over: pull the trigger, crawl forward just a bit, crawl backwards just a bit. The act of crawling is allowed to happen even if the gun was just fired. When you crawl, it aborts the gun-shooting animation. When you stop crawling, you are allowed to pull the trigger again. When it happens over and over very quickly, you end up with a gun that shoots VERY fast.
You can download fastfire.cfg here: http://download.smaert.com/fastfire.cfg
You can view the contents of fastfire.cfg here: http://view.smaert.com/fastfire.cfg
To use the config, download and save fastfire.cfg to your Call of Duty's "main" folder. Then you set a bind to execute the config:
/bind x exec fastfire.cfg
danzig.cfg
Danzig is a huge config file full of tons of settings. It comes from an inteview with a 'pro' gamer on BashAndSlash.com
Many of the settings mentioned in this wiki article are included in danzig.cfg
You can download danzig.cfg here: http://download.smaert.com/danzig.cfg
You can view the contents of danzig.cfg here: http://view.smaert.com/danzig.cfg
WARNING: Using this config file may permanently alter your config settings. If you want to try this config out, I advise either making a backup of your config_mp.cfg file or starting a new player profile.
This is the file to back up before using danzig:
C:\Program Files\Activision\Call of Duty 2\main\players\YourPlayerName\config_mp.cfg Note: not necessary if you created a new player profile.
Unfair Tweaks
Light Tweak Ambient
/r_lightTweakAmbient 4 Range: 0 to 4 Default: Low (varies from map to map) Usually 0.1
Tweaks (artificially increases) the ambient lighting of game models (players, trucks, tanks, etc.)
This tweak is extremely unfair as it can make players glow-in-the-dark. This also makes player colors much more vibrant and easy to see through bushes and vegetation.
Think of the house in Burgundy with the staircase that is very dark at the top. Now imagine a player at the top of that dark staircase lit up as bright as if he was outside. That's how unfair this is.
This tweak was deemed so unfair by Activision, that in recent versions of CoD2 (1.3) this setting is now cheat protected (can only be changed if cheats are enabled)
This value is reset every map. Each time a new map loads, it sets the default value for that map.
Dangers of publishing this
- Even Moar Ass-Wipes using this shit.
External Links
There are tons more tweaks available. I've attempted to cover the basics and the tweaks that make the biggest impact. For a more complete listing of available tweaks, I suggest the following sites:
