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https://w.atwiki.jp/warband/pages/641.html
ui_texture_detail|Texture Detail ui_max_frame_rate|Max. Frame Rate ui_enable_bumpmap|Use Bump Mapping ui_disable_blood|Hide Blood ui_disable_music|Disable Music ui_disable_sound|Disable Sound ui_enable_cheats|Enable Cheats ui_enable_edit_mode|Enable Edit Mode (Be warned, this slows down the game.) ui_enable_pixel_shaders|Use Pixel Shaders ui_enable_sound_variation|Enable Sound Variation ui_enable_vertex_shaders|Render Method ui_shadow_quality|Shadow Quality ui_directx_7|DirectX 7 ui_directx_9|DirectX 9 ui_show_framerate|Show Framerate ui_start_windowed|Start Windowed ui_trialmode_caption|Activation ui_trialmode|Please take a moment to activate Mount Blade Warband with your serial key. Your unique, 16-digit serial key is included inside your boxed copy.\nIf you don't wish to activate the game now for any reason, you can still continue to play the game in trial mode, however you won't be able to advance past character level 8. ui_launch_buy|Buy a License from TaleWorlds.com ui_launch_faq|Activation Frequently Asked Questions ui_trialmode2|In order to activate the game now... ui_trialmode3|Or, you can also... ui_trialmode4|If you have any questions about the activation process, you can read... ui_serial_key_caption|Serial Key ui_notification_serial_input|Enter your serial key below (you can copy paste it) and click on Activate button ui_activate|Activate ui_paste|Paste ui_notification_serial_internet_connection|Activation requires an active Internet Connection! ui_notification_serial_offline|If this computer does not have access to the Internet you can also use ui_manual_activation|Manual Activation ui_offline_activation|Offline Activation ui_manual_activation_caption|Manual Activation ui_offline_activation_caption|Offline Activation ui_cancel2|Cancel ui_close|Close ui_ok2|OK ui_activation_successful|The game has been activated successfuly. ui_activation_successful2|Please keep your serial key for future reference. You may need it again in the future if you want to install Mount Blade Warband on a new computer. ui_activation_denied|Activation Denied! ui_notification_serial_already_used|Serial Key already used for another computer. You must wait for a few weeks to reactivate the game on this computer. ui_notification_unable_to_connect_to_activation_server|Unable to connect to activation server! ui_notification_unable_to_connect_to_activation_server2|Please make sure that your internet connection is active and working properly and try again. If you are using a firewall, you many need to give the game permission to access the internet. If all else fails, you may always use manual activation. ui_incorrect_serial_number|Incorrect Serial Key! ui_incorrect_hardware_hash|Incorrect Hardware Hash! ui_incorrect_activation_code|Incorrect Activation Code! ui_cant_write_to_registry|Can't Write to Registry! ui_video|Video ui_audio|Audio ui_game|Game ui_advanced|Advanced ui_mount_and_blade_is_ready|Mount Blade Warband is ready. ui_notification_trial_mode|Mount Blade Warband is currently running in Trial Mode. In this mode you can play the game freely until your character reaches level 6. To continue further, please buy a license from taleworlds.com. It takes only a minute to buy a license online and unlock the complete mode. ui_there_are_no_modules_installed|There are no modules installed! ui_notification_new_version|A newer version of Mount Blade Warband was found.\nCurrently installed version is %d.%d%d%d.\nLatest version of Mount Blade Warband is %d.%d%d%d.\nYou can download the new version from www.taleworlds.com. ui_new_version_found|New Version Found! ui_notification_unable_to_retreive_new_version|Unable to retrieve new version info. Please try again later. ui_new_version|New Version ui_notification_latest_version|The installed version of Mount Blade Warband is the most current one. ui_mount_and_blade_is_up_to_date|Mount Blade Warband is up-to-date! ui_off|Off ui_continue_playing_the_trial_mode|Continue playing in Trial Mode ui_faq_caption|FAQ ui_faq_text|Q What is activation?\r\nA The activation system is a user-friendly copy-protection method which is based on distributing a unique serial key along with each copy of the game. You need to activate the game once on every computer that you want to play the game with your serial key. After activating once, you don't need to do anything else to play such as keeping the game disc in the drive. As long as you keep your serial key, you will be able to activate and play the game easily, even after many years.\r\n\r\nQ Where can I find my serial key?\r\nA Each boxed copy of the game includes a unique serial key. Different vendors may distribute the keys in different ways, but it is typically attached to the cover of your printed manual. If you have purchased your game online, then the online vendor should supply you your serial key.\r\n\r\nQ How does the activation process work?\r\nA The game creates a hash-value from the specifications of your computer and sends it to an activation server over the internet together with your serial key. The activation server registers the serial key to your computer and responds with an activation number, which then unlocks the full mode of the game.\r\n\r\nQ Can I activate the game on multiple computers?\r\nA Yes, you can. But please remember that the game is licensed to you for your own personal use. The activation server may reject a serial key temporarily if it is used on too many computers in a short period of time. \r\n\r\nQ The program stops to respond after I click on the activate button.\r\nA Sometimes it may take up to half a minute to carry out the activation process. Be patient, the game will eventually report the result.\r\n\r\nQ My computer does not have access to the internet. How can I activate the game?\r\nA In this case you may use manual activation. Just click on "Enter Your Serial Key", and then "Manual Activation" buttons. You will still need to open up the manual activation web-page from another computer that is linked to the internet.\r\n ui_auto_adjust|Auto Adjust ui_screen_size|Screen Resolution ui_antialiasing|Antialiasing ui_use_desktop_resolution|Use Desktop Resolution ui_play|Play Mount Blade Warband ui_check_for_new_version|Check For New Version ui_configure|Configure ui_configure_caption|Configure ui_mountandblade_website|Mount Blade Warband Website ui_current_setting| Current Module ui_manual_activation_text1|1) In your web browser, open the following address ui_manual_activation_text2|2) In the webpage that opens enter your serial key... ui_manual_activation_text3|3) ...and this machine's hardware hash ui_manual_activation_text4|4) The page will then give you an activation code. Enter or paste it below and click OK. ui_activation_code|Activation Code ui_force_vsync|Force Vertical Sync. ui_module_newer_than_application|The module you selected has been specified NOT TO WORK with the current version of the game. You are strongly advised not to run this setting. To remedy this, you may try checking for a newer version of the game. ui_module_older_than_application|The module you selected has been created for an older version of the game and may not work with the current version of the game. You may go ahead and try running it but there is a chance that you will run into difficulties. To remedy this, you may check if a newer version of the module is available. ui_m_low|Low ui_m_high|High ui_m_ultra_high|Ultra High ui_force_single_threading|Force Single Threading ui_not_enough_memory|It seems that you currently have %d MB of available total physical and virtual memory. Mount Blade Warband requires at least 700 MB of available memory in order to run without a problem. If Mount Blade Warband continuously crashes during your play, please close some of your programs before starting Mount Blade Warband or increase your virtual memory from Control Panel - System menu. ui_install|Install Mount Blade Warband DirectXText|"Mount Blade Warband requires DirectX 9.0c or above to run. This computer does not meet the requirement. To fix the problem you need to download and install the latest version of DirectX from Microsoft's website. Would you like to visit TaleWorlds DirectX Download page now?" NoMountAndBladeText|"Mount Blade Warband has not been installed on this computer. Please download the full installer from www.taleworlds.com and use it to install the game." ui_SavegamesText|"Do you want to keep your save files?" ui_trialmode_online|Mount Blade Warband is currently running in Trial Mode. In this mode you can play the game freely until your character reaches level 7. To continue further, you need to enter a serial key and activate the game. If you have already purchased the game, please enter your serial key now. If not you may easily purchase the game from Taleworlds.com. It takes only a minute to buy a license online and unlock the complete mode. ui_launch_activate|Enter Your Serial Key ui_trialmode2_online|After buying a license, you will obtain your serial key.\nTo unlock the full mode just proceed to... ui_trialmode3_online|Or, if you don't wish to purchase the game yet you can also... ui_trialmode4_online|Our online sales process is fully secure and we greatly respect our customers' rights to security, privacy, having backup copies of their game and upgrading their computers/hardware. If you'd like to learn more about our sales policy, please take a look at ui_ondemand_textures|Load Textures On Demand ui_language|Language ui_steam_not_running|Steam could not be initialized properly. Steam must be running to play this game. ui_switch_to_turkish_explanation|Oyunun dilini Turkce'ye cevirmek ister misiniz? ui_switch_to_turkish_yes|Evet ui_switch_to_turkish_no|Hayir ui_new_version_message|A newer version of the game is available. Do you wish to visit the download page now? ui_enable_version_check|Enable Version Check ui_disable|Disable ui_yes2|Yes ui_no2|No ui_new_version_message2|A newer version of the game is available. Please visit the online portal you purchased the game from to download the new version.
https://w.atwiki.jp/metalmetabo/pages/15.html
- visitors Maize Phosphoenolpyruvate Carboxylase http //www.jbc.org/content/280/12/11798.full A Takahashi-Terada, M Kotera, K Ohshima, T … - Journal of Biological …, 2005 - ASBMB Phosphoenolpyruvate carboxylases (PEPC, EC 4.1.1.31) from higher plants are regulated by both allosteric effects and reversible phosphorylation. Previous x-ray crystallographic analysis of Zea mays PEPC has revealed a binding site for sulfate ion, speculated to be the site for ... 2009 Bacterial-type phosphoenolpyruvate carboxylase (PEPC) functions as a catalytic and regulatory subunit of the novel class-2 PEPC complex of vascular plants http //www.jbc.org/content/284/37/24797.abstract B O Leary, SK Rao, J Kim, WC Plaxton - Journal of Biological Chemistry, 2009 - ASBMB Phosphoenolpyruvate carboxylase (PEPC) is a tightly regulated anaplerotic enzyme situated at a major branch point of the plant C metabolism. Two distinct oligomeric classes of PEPC occur in the triglyceride-rich endosperm of developing castor oil seeds (COS). Class-1 PEPC is ... 2008 Oxidative pentose phosphate pathway-dependent sugar sensing as a mechanism for regulation of root ion transporters by photosynthesis http //www.plantphysiol.org/cgi/content/abstract/146/4/2036 L Lejay, J Wirth, M Pervent, JMF Cross, P Tillard … - Plant …, 2008 - Am Soc Plant Biol Root ion transport systems are regulated by light and/or sugars, but the signaling mechanisms are unknown. We showed previously that induction of the NRT2.1 NO 3 – transporter gene by sugars was dependent on carbon metabolism downstream hexokinase (HXK) in ... Evolution of C4 phosphoenolpyruvate carboxylase in Flaveria determinants for high tolerance towards the inhibitor L-malate http //www3.interscience.wiley.com/journal/119398758/abstract?CRETRY=1 SRETRY=0 B Jacobs, S Engelmann, P Westhoff, … - Plant, Cell …, 2008 - interscience.wiley.com During the evolution of angiosperms, C 4 phosphoenolpyruvate carboxylases have evolved several times independently from ancestral non-photosynthetic isoforms. They show distinct kinetic and regulatory properties when compared with the C 3 isozymes. To identify the ... Kinetic analyses of recombinant isoforms of phosphoenolpyruvate carboxylase from Hydrilla verticillata leaves and the impact of substituting a C4-signature serine http //www.sciencedirect.com/science?_ob=ArticleURL _udi=B6TBH-4RPTJ4W-1 _user=10 _coverDate=04%2F30%2F2008 _rdoc=1 _fmt=high _orig=search _sort=d _docanchor= view=c _rerunOrigin=scholar.google _acct=C000050221 _version=1 _urlVersion=0 _userid=10 md5=ec011bac999ef45d83524838dc0edc5b SK Rao, JB Reiskind, G Bowes - Plant Science, 2008 - Elsevier Hydrilla verticillata (Lf) Royle is a single-cell C 4 NADP-malic enzyme species in which the C4 and Calvin cycles operate in the same cell; phosphoenolpyruvate carboxylase (PEPC; EC 4.1.1.31) is the initial carboxylase. The cDNAs of two Hydrilla PEPC isoforms were ... Maize C4-form phosphoenolpyruvate carboxylase engineered to be functional in C3 plants mutations for diminished sensitivity to feedback inhibitors and for … http //jxb.oxfordjournals.org/cgi/content/abstract/ern018v1 T Endo, Y Mihara, T Furumoto, H … - Journal of …, 2008 - Soc Experiment Biol Introducing a C 4 -like pathway into C 3 plants is one of the proposed strategies for the enhancement of photosynthetic productivity. For this purpose it is necessary to provide each component enzyme that exerts strong activity in the targeted C 3 plants. Here, a maize C 4 -form ... 2007 Physiological impacts of modulating phosphoenolpyruvate carboxylase levels in leaves and seeds of Arabidopsis thaliana http //www.sciencedirect.com/science?_ob=ArticleURL _udi=B6TBH-4M4CTJP-1 _user=10 _coverDate=02%2F28%2F2007 _rdoc=1 _fmt=high _orig=search _sort=d _docanchor= view=c _rerunOrigin=scholar.google _acct=C000050221 _version=1 _urlVersion=0 _userid=10 md5=982911798c6aebe8ea23429dc85bb8b6 B Lebouteiller, A Gousset-Dupont, JN Pierre, J Bleton, … - Plant Science, 2007 - Elsevier Arabidopsis thaliana was transformed with a Sorghum C 4 PEPC cDNA under the control of the 35S promoter. Primary transformants were isolated and classified on a seed PEPC activity basis A lines (two-fold increase) and B lines (four-fold increase). Primary transformants ... 2006 Light regulation of the photosynthetic phosphoenolpyruvate carboxylase (PEPC) in Hydrilla verticillata http //pcp.oxfordjournals.org/cgi/content/abstract/47/9/1206 S Rao, J Reiskind, G Bowes - Plant and cell physiology, 2006 - Jpn Soc Plant Physiol The submersed monocot, Hydrilla verticillata (Lf) Royle, is a facultative C 4 NADP-malic enzyme (NADP-ME) plant in which the C 4 and Calvin cycles co-exist in the same cell. Futile cycling is avoided by an intracellular separation of carboxylases between the cytosol and ... The importance of the strictly conserved, C-terminal glycine residue in phosphoenolpyruvate carboxylase for overall catalysis Mutagenesis and truncation of Gly-961 … http //www.jbc.org/content/281/25/17238.abstract W Xu, S Ahmed, H Moriyama, R Chollet - Journal of Biological Chemistry, 2006 - ASBMB Phosphoenolpyruvate carboxylase (PEPC) is a “multifaceted”, allosteric enzyme involved in C4-acid metabolism in green-plants/- microalgae and prokaryotes. Prior to the elucidation of the three-dimensional structures of maize C4-leaf and Escherichia coli PEPC, our ... 2005 In vitro proteolysis of phosphoenolpyruvate carboxylase from developing castor oil seeds by an endogenous thiol endopeptidase http //pcp.oxfordjournals.org/cgi/content/abstract/46/11/1855 V Crowley, S Gennidakis, WC … - Plant and cell …, 2005 - Jpn Soc Plant Physiol Two novel phosphoenolpyruvate carboxylase (PEPC) isoforms have been biochemically characterized from endosperm of developing castor oil seeds (COS). The association of a 107 kDa PEPC subunit (p107) with an immunologically unrelated bacterial PEPC-type 64 kDa polypeptide leads ...
https://w.atwiki.jp/marvelheroes/pages/102.html
MARVEL HEROES 1.3 This game update brings Luke Cage, the Hero Synergy System, the Prestige system, new items, and much more to Marvel Heroes (including a complete rework of Iron Man). In the coming weeks, we ll be focusing on buffing heroes who need it and adjusting tuning based on feedback. As usual, please post your feedback in the forums. PRESTIGE MODE A new prestige system has been added to the game allowing heroes to start again at level one (along with a name color change). Visit Clea to buy the “Ancient Gourd of Prestige”. It will allow a level 60 character to restart at level 1. All of your items will be retained and unequipped. All quests may be repeated, but power rewards will not be given again. You will retain all synergy bonuses. Five colors of Iron Buddy pets are available from Clea - only for players of the appropriate prestige level. (Green, Blue, Purple, Orange and Red) HERO SYNERGY SYSTEM The Hero Synergy System has been added to Marvel Heroes. Press V to see open the achievements pane, which inclueds Hero Synergies. A full achievement system is coming this Fall. Adjust and “Apply Changes” in hub or training room. No cooldown or cost to change. LEGENDARY QUESTS The Legendary Quests of Odin have been added to Marvel Heroes! These quests have you travelling throughout the Marvel Universe in order to fulfill particular tasks for Odin, All-Father of Asgard. Though Odin cannot assist you directly due to pressing matters in Asgard, he will supply you with special blessings for your artifacts in order to assist you in combating the effect of the Cosmic Cube. Available starting at level 20. Press L to see them at the top of the mission log. These quests will provide the best experience rate in the game. Provides the only way of earning Legendary Marks of Odin. These are used in crafting recipes in the “Legendary Blessings” section of the crafter. Legendary Blessings A Legendary Blessings tab has been added to your crafter which allows you to craft the following blessings to your artifacts Legendary Blessing of Baldur Legendary Blessing of Fandral Legendary Blessing of Frigga Legendary Blessing of Heimdall Legendary Blessing of Hela Legendary Blessing of Hogun Legendary Blessing of Loki Legendary Blessing of Odin Legendary Blessing of Sif Legendary Blessing of Volstagg These Blessings are the only way to modify your artifacts. Each requires 100 Odin Marks. ZONES X-Defense is still active as a public beta. Data is being collected. Tuning and design adjustments underway, please continue posting feedback on our forums. Midtown adjusted to feel appropriately dangerous. Cow level fixed – Brevik has returned from his short vacation. EXPERIENCE Experience has been buffed in certain story areas (and Midtown) to help normal mode progression. Completing a Legendary Quest will grant an extremely large experience reward and should be the best way for players to level up from an experience perspective. TENACITY Mobs and heroes should have fully functioning tenacity. Tenacity will now be an extremely powerful stat for reducing crowd control times and therefore increasing overall damage. Tuning will most definitely need to occur for tenacity on heroes and enemies over the next week. ITEMS Added a new artifact, Hand of Doom, which drops from Red Tier 4 Doctor Doom only. Added many new unique items to the game, approximately 40 in total. Good hunting out there! You can now purchase a one-time use Bovine Sector Portal from Clea for 500,000 credits. Six new artifacts have been added to the game! Many existing artifacts have been buffed. Added new Advanced Artifacts to the game! These are high level versions of other artifacts that will allow players to chase down new versions of their favorite artifacts. There are 19 artifacts Advanced artifacts in all, with more coming! Corrected a defect from patch 1.2 where bonus critical damage bonus on some items was still being calculated twice. All remaining items should now be fixed. Most medallions in the game have been significantly buffed and adjusted to be competitive. We did a large analysis pass of which medallions were being used by players and buffed the bottom 75% of medallions in popularity, some extremely. Added a recipe to upgrade a purple item to a cosmic item. Requires level 20 crafter. It will retain all of its attributes and item level, but gets +1 to all skills and a random cosmic affix (it becomes a full cosmic item). This recipe is extremely expensive and is intended to allow players to find a “great roll” on a purple and be able to turn it into a late-game powerful cosmic. Uniques now have a confirmation box when attempting to donate to a vendor. Credits are now a light green color, medikits are now a bandage color, Eternity Splinters are orange. Item powers can no longer proc effects. Item effects no longer benefit from damage rating. Changed costume core crafting to cost 1000 credits per level instead of 1 credit per level. TEAM INSIGNIAS A new item type is now in the game Team Insignias. They have a dedicated item slot. They are allowed to be worn by any hero who has been a member of the team in the past, including “honorary members”. S.H.I.E.L.D. team insignias may be worn by any hero. Every insignia provides an aura. Blue and purple insignias have an additional 1 or 2 random affixes, respectively. Test Center Note These items are still undergoing tuning and testing. Many more recipes are coming in the near future associated with blue, purple, comic and unique items. USER INTERFACE The experience bar is now green. Chat channels (such as social chat) can now hold up to 500 players. Floating Healing Numbers only appear when you have less than 100% health. Some UI improvements to the launcher system. PERFORMANCE IMPROVEMENTS Sped up loading screens in many areas of the game. Reduced stuttering for some low-end video cards. Many small fixes to hero power functionality from a performance standpoint. Improvement to back end AI of loot entities will greatly speed up low-end systems when piles of loot are present. HEROES Luke Cage Luke Cage has been added to Marvel Heroes! With his super strength, unbreakable skin, and ability to summon Heroes for Hire team mates, Luke Cage is an exciting addition to the Marvel Heroes roster! Iron Man Rework Iron Man has had his powers completely reworked, with new powers, improved options, and some AWESOME new animations! For details, see the post at the end of the patch notes. Black Panther Updated Panther Leap to be faster and more responsive. Black Widow Updated Acrobatic Assault to be faster and more responsive. Captain America Shield Block (when used with Avenging Sentinel) now reflects a flat amount of damage to attackers rather than percentage. Captain America s Defensive Prowess now properly increases the projectile reflection chance while using Shield Block. The reflection angle now matches the damage resistance angle (180 degrees). Captain America s Shield Toss and Shield Ricochet tooltips now display the correct damage of the power. Colossus Metallic Warrior now increases damage rating to all powers, rather than fighting powers. All of Colossus damaging powers are already fighting powers - this change is to clear up unnecessary confusion and allow the bonus to display on the character sheet. Cyclops Rallying Command can now be used when not under the effects of crowd control. Cyclops Optic Explosion now properly deals damage equal to the damage indicated on the tooltip. Cyclops Channeled Blast no longer has variance on damage. As with most DoT powers, it deals the same damage at all times. Human Torch Human Torch s Homing Flares now properly trigger the delay of spirit regeneration when using the power. The power s tooltip now has the Spark tag. Human Torch’s Protective Flames no longer toggles off when you have zero spirit Ms. Marvel Ms. Marvel s Photonic Regeneration will no longer cause her to lose her current target. Ms. Marvel s Stellar Flare now delivers its damage in one packet rather than two. This will cause the tooltip damage to increase accordingly. A bug has been resolved that was causing Stellar Flare s area of effect radius to be reduced. Spider-Man Reflective Web Shield now reflects a flat amount of damage to attackers rather than percentage. Spider-Man s Reflective Web Shield now properly reflects projectiles while active. The damage negation amount now scales correctly with ranks in Protective Web Shield. Both shields now have the proper damage negation values (as listed in 1.2 patch notes). The reflection angle now matches the damage resistance angle (180 degrees). Spider-Man’s Leaping Assault now has a very short cooldown. Spider-Man’s Web Splat now has an increased amount of damage vulnerability Thor Hammer Punch s health-shredding has been increased to 1.2% (from 0.8%), and scales with power points. Thor s Storm Strike chain lightning portion no longer has a damage synergy with basic powers. All heroes have received a free respec for this patch. All channeled powers now have their DPS increased. Black Panther s Panther Leap, Black Widow s Acrobatic Assault, and Deadpool s Stabby Flip will no longer fail to fire their secondary attack upon landing if the target is out of reach. Tooltips for pets now properly indicate what type of damage the pet deals. Bounce powers (such as Storm Strike, Chain Lightning and Reflective Blast) now should be dealing full tooltip damage to the first targets hit. Subsequent targets hit by the same bounce power take less damage as intended. The scaling of damage powers has been changed. Powers will now scale higher with power points based on their unlock level, up to rank 20, then scale at a rate equal to other powers from ranks 21 through 40. This will result in powers that unlock early on in a hero’s power tree will be more powerful and more viable in hero builds. The bonus from pet damage , pet health , and pet duration affixes will now properly display on tooltips. Several bugs relate to these affixes not functioning for certain powers have been resolved. Heroes with spirit regeneration powers will no longer regenerate spirit within seconds of using a spirit spending power. To compensate, their spirit regen has been increased. Many of the heroes affecting by this on top priority for buffs/reworks. MISSION CHANGES Midtown Reduced spawn time of super villains in Midtown Reduced maximum number of enemies that can be present for a particular ambush in Midtown; heroes who are defeating enemies very quickly will not notice this change, while heroes having more trouble will not be quite as overwhelmed. Slightly reduced number of possible ambush points to ease up on overlapping ambushes in Midtown. Slightly increased time between enemy reinforcements within each wave in Midtown so as to make Midtown more manageable for solo players. We will be watching metrics closer and expect to be adjusting overall difficulty - as opposed to density - of Midtown by level range. Enemy Changes Heals When Injured affix has been removed from bosses. Electro s Lightning Storm AoE no longer stacks damage if he casts multiple in the same spot Lavamen’s puddles upon defeat can no longer stack. Rhino’s charge arrow is now much more prominent. Pyro’s Rain of Fire warning is much more prominent. Doop should now be easier to target. IRON MAN REWORK Energy Beams Hovering- After continuously walking for a short period of time, Iron Man will activate his jet boots and hover along the ground. This will persist until you stop moving or attack. In the future, this new hover feature will be implemented on other heroes who have a long history of hovering rather than walking across the battlefield. Iron Man s power trees have been rearranged with new powers. All powers have received adjustments in regards to tuning values. Repulsor Ray- Now deals 25% additional damage if you have a Force Shield active. The visuals have been improved to be more beam-like. Unibeam- Iron Man now diverts a portion of his shield s energy to his arc reactor, powering up the Unibeam even further. You can still use the power with no Force Shield. The Unibeam s charge time has been set to a flat 1 second, to resolve player confusion around the charge time and make the tooltip damage more clear. Repulsor Barrage- Power points now increase Repulsor Barrage s base rate of fire. Freon Ray - This power has been removed, and Coolant Blast has taken its place (see below). Pulse Bolt– Pulse Bolt now pierces through targets and pulses stunning blasts as it travels. The AoE radius of Pulse Bolt has been significantly increased. Arc Reactor Enhancement (formerly Reserve Power)- No longer provides passive defense (moved to another power). Now provides a minimap radar tracking passive, and increases the damage of beam powers based on your maximum spirit. The power now resides in the Energy Beams tree. Disruptor Beam- The visuals have been improved to be more beam-like. Laser Devastation- A new power for Iron Man s Energy Beams tree. I ll let you guys see this one for yourselves... I think you should lead with this next time. Iron Man s Defense Shields tree is now Defense Systems , and contains both defensive Shield powers, and Iron Man s melee/close range powers. Force Shield- Force Shield is now the only shield power available to Iron Man (Reflective, Kinetic, and Energy Shields have been removed). While active, the shield increases your defense. The maximum amount of shields per point has been increased. Hyper-Velocity Charge- Now increases Iron Man s attack and movement speed for a short duration after charging. Now resides in the Defense Systems tree. Shield Shutdown- This power has been removed, and its functionality has been merged into Shield Overload (spirit regen) and Force Shield (defense with shields). **Shield Overload **- Now restores a percentage of your maximum spirit when detonating the shield, and consumes only a portion of your maximum shield reserve. The bonus damage is no longer based on how much damage your shields have taken, but based on the amount of shields it consumed instead. The area of effect radius and the visuals have been increased, and the power now has a brief cooldown. Overloading also clears Iron Man of any crowd control effects. Voltaic Punch- A new basic power for Iron Man s Defense Systems tree. Iron Man goes toe to toe with an enemy, throwing heavy punches that deal increased critical damage. Jet-Assisted Slam - The area of effect radius has been increased. Now resides in the Defense Systems tree. Coolant Blast- A new power for Iron Man, which has replaced Freon Ray. Iron Man channels a chilling spray of his internal coolant systems at enemies in front of him. Enemies who stand in the blast for too long will be frozen. In addition, Iron Man s melee powers deal double damage against frozen enemies. Adaptive Defenses (formerly Shield Recharge)- The thorns component of Reflective Shield has been combined into Adaptive Defenses. While your Force Shield is active, enemies that strike you in melee combat will take damage. The power still restores your shields over time. Death From Above - Now has scaling knockdown duration with power points. Now resides in the Defense Systems tree. Tech Gadgets Wrist Rocket- A new power for Iron Man s Tech Gadgets tree, which has replaced Missile Salvo. Iron Man fires a small rocket from a wrist-mounted launcher, which explodes on targets and ignites them, dealing damage over time. Missile Salvo- Has been replaced with Wrist Rocket, and an improved MicroMissiles. MicroMissiles now functions more similarly to Salvo, but has more targeting options. Micromissiles- Micromissiles now fire in a much quicker burst, and can be used on single targets for a burst of damage, or against no target and the missiles will seek out and track targets on their own. Micromissiles now hit targets in a small AoE, similar to the splash damage formerly provided by Missile Salvo. The power now has a brief cooldown, but fires more missiles in one burst. Missile Control System (formerly Automated Missiles)- This power has been redesigned. It is now a passive which increases the critical rating of your missiles, and has a chance when firing any power to launch a missile. System Reboot- A new power for Iron Man s Tech Gadgets tree. This passive will engage Iron Man s self-preservation systems when Tony is reduced to zero health, resuscitating his vitals and dealing damage to his attackers. Passively increases Iron Man s defense, which formerly was attached to Reserve Power. Deployable Medic- A new power for Iron Man s Tech Gadgets tree. Iron Man throws a device to a target location, which deploys a combat medic drone. The drone heals anyone who stands in its area of effect. Jericho Bombardment- A new power for Iron Man s Tech Gadgets tree. Iron Man paints a target area for satellite missile bombardment, raining missiles down on anyone who stands in the blast radius. House Party (Ultimate Power)- The drone suits summoned by House Party have been enhanced with AI. They will now follow Iron Man and pursue targets on their own. The Shotgun armor has been refitted with the new Coolant Blast, rather than Missile Salvo. http //forums.marvelheroes.com/discussion/28527/marvel-heroes-1-3-patch-notes Loot and Experience (Original new post) Loot Notes Almost every medallion has been buffed, some radically buffed. The rate of purples, cosmics and uniques has been increased from normal enemies in all zones. Killing the normal trash mob enemies in a zone is a very good idea. Approximately 20 artifacts now have a Advanced version and will drop at high levels (including level 60). There is a recipe to upgrade a purple to a cosmic (includes a random cosmic effect and +1 to all skills and yellow name - keeps all affixes). There are many new unique items, including a unique torso slot item for every hero. Items with grant ranks in a power will be much stronger. Experience Notes Legendary Quests now award significant experience rewards upon completion. The goal of these is to make them an extremely efficient and enjoyable method of leveling a hero. Experience in midtown increased. (approximately 10-20% depending on level band) Experience in story mode zones increased by the same. (When combined with Legendary Quests that often take heroes to story modes, this should result in very strong experience).
https://w.atwiki.jp/cod4pc/pages/15.html
BASHandSlashへのjockyitch氏カキコより seta r_aaalpha "0" //anti-aliasing transparency method (0=off 1=fast Dither 2=SuperSample) seta r_aasamples "1" //antialiasing 1 to 16 (1=Off 16=Maximun) seta r_altmodellightingupdate "0" //Alternate lighting method (0=Alternate 1=Normal) needs restart seta r_autopriority "1"//When the game is minimized, change to low priority (1=lowpriority 0=no) seta r_cachemodellighting "1"//Cache for models lighting (0=none 1=Speedup) seta r_cachesmodellighting "1"//Cache for statics models lighting (0=none 1=Speedup) seta r_depthprepass "1"//Currently unknown (0=Default 1=Speedup) seta r_depthprepassmodels "1"//Currently unknown (0=Default 1=Speedup) seta r_detail "0"//Detailed Shaders(0=none 1=Activated) seta r_displayRefresh "100 Hz"//Monitor Refresh (typically 60 Hz, 75 Hz, 100 Hz) seta r_distortion "0"//Fire HeatHAze distortion (0=none 1=Activated) seta r_dlightlimit "0"//Number of dynamic lights (0 to 4) seta r_dof_enable "0"//Depth of Field (0=none 1=activated) seta r_drawdecals "0"//Enable World decals render (0=none 1=activated) seta r_drawsun "0"//Sun effects(0=none 1=activated) seta r_drawwater "0"//Water animation(0=none 1=activated) seta r_envmapexponent "0.05"//Reflection exponent (0.05 to 20) seta r_envmapmaxintensity "0.01"//Reflection intensity based on glancing angle (0.01 to 2) seta r_envmapminintensity "0"//Reflection intensity based on glancing angle (0 to 2) seta r_envmapoverride "0"//Reflection intensity based on glancing angle (0=none 1=Override) seta r_envmapspecular "0"//Environment Map specular lighting (0=none 1=activated) seta r_envmapsunintensity "0"//Max sun specular on env materials (0=none to 4=full) seta r_fastskin "1"//Cache Skin (0=none 1=activated) seta r_floatz "1"//Floatz, DOF, Laser Sight effects, do not disable (0=none 1=activated). seta r_glow_allowed "0"//Must be activated for Glow (0=none 1=allow glow) seta r_gpusync "0"//Improves mouse response, but gives FPS hit (0=none 1=adaptive 2=agressive) seta r_lodbiasrigid "0"//Level of detail for static objects (-1000=better to 0=lowest) seta r_lodbiasskinned "0"//Level of detail for skinned objects (-1000=better to 0=lowest) seta r_lodscalerigid "4"//Level of detail for static objects (1=best to 4=worst) seta r_lodscaleskinned "4"//Level of detail for skinned objects (1=best to 4=worst) seta r_normal "1"//Allow Shaders to use normal maps (0=none 1=Activated) seta r_mode "800x600"//Graphics Resolution seta r_multiGPU "0"//Activate for use SLI or CrossFire (0=single GPU 1=two or more GPUs) seta r_outdoor "1"//Prevents particles from appearing indoors (0=they appear 1=Default, none) seta r_outdoorfeather "0"//Z-feathering for Outdoors, smothed grass, Smoke (0 to infinite) seta r_picmip "3"//Texture Quality (0=Extra to 3=Low) - some servers require 2 or lower. seta r_picmip_bump "3"//Bump Maps Quality, for relief textures (0=Extra to 3=Low) seta r_picmip_spec "3"//Specular Map Quality, for lights (0=Extra to 3=Low) seta r_picmip_water "0"//Water Quality (0=None 1=Normal) seta r_picmip_manual "1"//Set to Manual the texture selection (0=Automatic 1=Manual) seta r_rendererinuse "0"//0=Shader 2.0 // 1=Shader 3.0 // 2=Default seta r_resamplescene "1"//Sharpen filter and color correction applied(0=none 1=enabled) seta r_sun_from "0"//Set sun flares from dvars (0=none 1=activated, this may be a cheat) seta r_textfilteranisomax "16"//Max Anisotropic max filtering(1=none 16=full anisotropic) seta r_textfilteranisomin "1"//Min Anisotropic filtering (1=none 16=full anisotropic) seta r_textfiltermipmode "3"//0=normal 1=Trilinear 2=Bilinear 3=Disable Mipmap seta r_uselayeredmaterials "0"//0=none 1=Enable on Shader 3.0 videocard seta r_vsync "0"// Enable Vsync (0=none 1=activated) Cheat Protected seta r_fullbright "0"//Toggles rendering with or without lighting (0 or 1) seta r_glow "0"//Enable Glow (0=none 1=activated) seta r_lowestloddist "-1"//Distance for change to Lowest LOD (-1=close to "infinite"=far) seta r_lowloddist "-1"//Distance for change to Low LOD (-1=close to "infinite"=far) seta r_highloddist "-1"//Distance for change to High LOD (-1=close to "infinite"=far) seta r_mediumloddist "-1"//Distance for change to Medium LOD (-1=close to "infinite"=far) Client Side Variables seta ai_corpseCount "5" seta cg_blood "1" seta cg_brass "1" seta cg_centerPrintY "-60" seta cg_chatHeight "8" seta cg_chatTime "12000" seta cg_connectionIconSize "0" seta cg_crosshairAlpha "1" seta cg_crosshairAlphaMin "0.5" seta cg_crosshairDynamic "0" seta cg_crosshairEnemyColor "1" seta cg_cursorHints "4" seta cg_debugInfoCornerOffset "0 0" seta cg_descriptiveText "1" seta cg_drawBreathHint "1" seta cg_drawCrosshair "1" seta cg_drawCrosshairNames "1" seta cg_drawFPS "Off" seta cg_drawFPSLabels "1" seta cg_drawFriendlyNames "1" seta cg_drawLagometer "0" seta cg_drawMantleHint "1" seta cg_drawSnapshot "0" seta cg_drawTurretCrosshair "1" seta cg_enemyNameFadeIn "250" seta cg_enemyNameFadeOut "250" seta cg_fov "65" seta cg_friendlyNameFadeIn "0" seta cg_friendlyNameFadeOut "1500" seta cg_gameBoldMessageWidth "390" seta cg_gameMessageWidth "455" seta cg_headIconMinScreenRadius "0.015" seta cg_hintFadeTime "100" seta cg_hudChatIntermissionPosition "5 110" seta cg_hudChatPosition "5 204" seta cg_hudDamageIconHeight "64" seta cg_hudDamageIconInScope "0" seta cg_hudDamageIconOffset "128" seta cg_hudDamageIconTime "2000" seta cg_hudDamageIconWidth "128" seta cg_hudGrenadeIconEnabledFlash "0" seta cg_hudGrenadeIconHeight "25" seta cg_hudGrenadeIconInScope "0" seta cg_hudGrenadeIconMaxHeight "104" seta cg_hudGrenadeIconMaxRangeFlash "500" seta cg_hudGrenadeIconMaxRangeFrag "250" seta cg_hudGrenadeIconOffset "50" seta cg_hudGrenadeIconWidth "25" seta cg_hudGrenadePointerHeight "12" seta cg_hudGrenadePointerPivot "12 27" seta cg_hudGrenadePointerWidth "25" seta cg_hudMapBorderWidth "2" seta cg_hudMapFriendlyHeight "15" seta cg_hudMapFriendlyWidth "15" seta cg_hudMapPlayerHeight "20" seta cg_hudMapPlayerWidth "20" seta cg_hudMapRadarLineThickness "0.15" seta cg_hudProneY "-160" seta cg_hudSayPosition "5 180" seta cg_hudStanceHintPrints "0" seta cg_hudVotePosition "5 220" seta cg_invalidCmdHintBlinkInterval "600" seta cg_invalidCmdHintDuration "1800" seta cg_laserLight "0" seta cg_mapLocationSelectionCursorSpeed "0.6" seta cg_marks "1" seta cg_marks_ents_player_only "0" seta cg_overheadIconSize "0.7" seta cg_overheadNamesGlow "0 0 0 1" seta cg_overheadNamesMaxDist "10000" seta cg_overheadNamesSize "0.5" seta cg_overheadRankSize "0.5" seta cg_predictItems "1" seta cg_scoreboardBannerHeight "35" seta cg_scoreboardHeaderFontScale "0.35" seta cg_scoreboardHeight "435" seta cg_scoreboardItemHeight "18" seta cg_scoreboardPingHeight "0.7" seta cg_scoreboardPingWidth "0.036" seta cg_scoreboardRankFontScale "0.25" seta cg_scoreboardScrollStep "3" seta cg_scoreboardWidth "500" seta cg_ScoresPing_BgColor "0.25098 0.25098 0.25098 0.501961" seta cg_ScoresPing_HighColor "0.8 0 0 1" seta cg_ScoresPing_Interval "100" seta cg_ScoresPing_LowColor "0 0.74902 0 1" seta cg_ScoresPing_MaxBars "4" seta cg_ScoresPing_MedColor "0.8 0.8 0 1" seta cg_scriptIconSize "0" seta cg_sprintMeterDisabledColor "0.8 0.1 0.1 0.2" seta cg_sprintMeterEmptyColor "0.7 0.5 0.2 0.8" seta cg_sprintMeterFullColor "0.8 0.8 0.8 0.8" seta cg_subtitleMinTime "3" seta cg_subtitles "1" seta cg_subtitleWidthStandard "520" seta cg_subtitleWidthWidescreen "520" seta cg_teamChatsOnly "0" seta cg_viewZSmoothingMax "16" seta cg_viewZSmoothingMin "1" seta cg_viewZSmoothingTime "0.1" seta cg_voiceIconSize "0" seta cg_weaponCycleDelay "0" seta cg_weaponHintsCoD1Style "1" seta cg_youInKillCamSize "6" seta cl_allowDownload "1" seta cl_anonymous "0" seta cl_connectionAttempts "10" seta cl_freelook "1" seta cl_maxpackets "30" seta cl_maxPing "800" seta cl_mouseAccel "0" seta cl_packetdup "1" seta cl_pitchspeed "140" seta cl_punkbuster "1" seta cl_voice "1" seta cl_wwwDownload "1" seta cl_yawspeed "140" seta com_introPlayed "1" seta com_maxfps "85" seta com_recommendedSet "1" seta compassClampIcons "1" seta compassCoords "740 3590 400" seta compassDebug "0" seta compassECoordCutoff "37" seta compassFriendlyHeight "18.75" seta compassFriendlyWidth "18.75" seta compassMaxRange "2500" seta compassMinRadius "0.0001" seta compassMinRange "0.0001" seta compassObjectiveArrowHeight "20" seta compassObjectiveArrowOffset "2" seta compassObjectiveArrowRotateDist "5" seta compassObjectiveArrowWidth "20" seta compassObjectiveDrawLines "1" seta compassObjectiveHeight "20" seta compassObjectiveIconHeight "16" seta compassObjectiveIconWidth "16" seta compassObjectiveMaxHeight "70" seta compassObjectiveMaxRange "2048" seta compassObjectiveMinAlpha "1" seta compassObjectiveMinHeight "-70" seta compassObjectiveNumRings "10" seta compassObjectiveRingSize "80" seta compassObjectiveRingTime "10000" seta compassObjectiveTextHeight "18" seta compassObjectiveTextScale "0.3" seta compassObjectiveWidth "20" seta compassPlayerHeight "18.75" seta compassPlayerWidth "18.75" seta compassRadarLineThickness "0.4" seta compassRadarPingFadeTime "4" seta compassRadarUpdateTime "4" seta compassRotation "1" seta compassSize "1" seta compassSoundPingFadeTime "2" seta compassTickertapeStretch "0.5" seta con_errormessagetime "8" seta con_gameMsgWindow0FadeInTime "0.25" seta con_gameMsgWindow0FadeOutTime "0.5" seta con_gameMsgWindow0Filter "gamenotify obituary" seta con_gameMsgWindow0LineCount "4" seta con_gameMsgWindow0MsgTime "5" seta con_gameMsgWindow0ScrollTime "0.25" seta con_gameMsgWindow0SplitscreenScale "1.5" seta con_gameMsgWindow1FadeInTime "0.25" seta con_gameMsgWindow1FadeOutTime "0.01" seta con_gameMsgWindow1Filter "boldgame" seta con_gameMsgWindow1LineCount "5" seta con_gameMsgWindow1MsgTime "8" seta con_gameMsgWindow1ScrollTime "0.25" seta con_gameMsgWindow1SplitscreenScale "1.5" seta con_gameMsgWindow2FadeInTime "0.75" seta con_gameMsgWindow2FadeOutTime "0.5" seta con_gameMsgWindow2Filter "subtitle" seta con_gameMsgWindow2LineCount "7" seta con_gameMsgWindow2MsgTime "5" seta con_gameMsgWindow2ScrollTime "0.25" seta con_gameMsgWindow2SplitscreenScale "1.5" seta con_gameMsgWindow3FadeInTime "0.25" seta con_gameMsgWindow3FadeOutTime "0.5" seta con_gameMsgWindow3Filter "" seta con_gameMsgWindow3LineCount "5" seta con_gameMsgWindow3MsgTime "5" seta con_gameMsgWindow3ScrollTime "0.25" seta con_gameMsgWindow3SplitscreenScale "1.5" seta con_inputBoxColor "0.25 0.25 0.2 1" seta con_inputHintBoxColor "0.4 0.4 0.35 1" seta con_matchPrefixOnly "1" seta con_minicon "0" seta con_miniconlines "5" seta con_minicontime "4" seta con_outputBarColor "1 1 0.95 0.6" seta con_outputSliderColor "0.15 0.15 0.1 0.6" seta con_outputWindowColor "0.35 0.35 0.3 0.75" seta con_typewriterColorGlowCheckpoint "0.6 0.5 0.6 1" seta con_typewriterColorGlowCompleted "0 0.3 0.8 1" seta con_typewriterColorGlowFailed "0.8 0 0 1" seta con_typewriterColorGlowUpdated "0 0.6 0.18 1" seta con_typewriterDecayDuration "700" seta con_typewriterDecayStartTime "6000" seta con_typewriterPrintSpeed "50" seta customclass1 "Custom Slot 1" seta customclass2 "Custom Slot 2" seta customclass3 "Custom Slot 3" seta customclass4 "Custom Slot 4" seta customclass5 "Custom Slot 5" seta drew_notes "4" seta dynEnt_active "1" seta fx_marks "1" seta fx_marks_ents "1" seta fx_marks_smodels "1" seta fx_sort "1" seta g_allowvote "1" seta g_antilag "1" seta g_banIPs "" seta g_clonePlayerMaxVelocity "80" seta g_deadChat "0" seta g_dropForwardSpeed "10" seta g_dropHorzSpeedRand "100" seta g_dropUpSpeedBase "10" seta g_dropUpSpeedRand "5" seta g_log "games_mp.log" seta g_logSync "0" seta g_oldVoting "1" seta g_playerCollisionEjectSpeed "25" seta g_redCrosshairs "1" seta g_useGear "0" seta g_useholdspawndelay "500" seta g_voiceChatTalkingDuration "500" seta g_voteAbstainWeight "0.5" seta hud_deathQuoteFadeTime "1000" seta hud_enable "1" seta hud_fade_ammodisplay "0" seta hud_fade_compass "0" seta hud_fade_healthbar "2" seta hud_fade_offhand "0" seta hud_fade_sprint "1.7" seta hud_fade_stance "1.7" seta hud_fadeout_speed "0.1" seta hud_flash_period_offhand "0.5" seta hud_flash_time_offhand "2" seta hud_health_pulserate_critical "0.5" seta hud_health_pulserate_injured "1" seta hud_health_startpulse_critical "0.33" seta hud_health_startpulse_injured "1" seta in_mouse "1" seta loc_forceEnglish "0" seta loc_language "0" seta m_filter "0" seta m_forward "0.25" seta m_pitch "0.022" seta m_side "0.25" seta m_yaw "0.022" seta monkeytoy "0" seta mss_khz "44" seta name "Jock Yitch" seta net_noipx "0" seta net_noudp "0" seta net_socksEnabled "0" seta net_socksPassword "" seta net_socksPort "1080" seta net_socksServer "" seta net_socksUsername "" seta r_aaAlpha "dither (fast)" seta r_aaSamples "4" seta r_altModelLightingUpdate "1" seta r_aspectRatio "auto" seta r_autopriority "0" seta r_customMode "" seta r_debugLineWidth "1" seta r_depthPrepass "0" seta r_depthPrepassModels "0" seta r_displayRefresh "100 Hz" seta r_distortion "1" seta r_dlightLimit "4" seta r_dof_enable "0" seta r_drawDecals "1" seta r_drawSun "1" seta r_drawWater "1" seta r_fastSkin "1" seta r_fullscreen "1" seta r_gamma "1.41" seta r_glow "1" seta r_glow_allowed "1" seta r_ignorehwgamma "0" seta r_inGameVideo "1" seta r_lodBias "0" seta r_lodBiasRigid "0" seta r_lodBiasSkinned "0" seta r_lodScale "1" seta r_lodScaleRigid "1" seta r_lodScaleSkinned "1" seta r_mode "800x600" seta r_monitor "0" seta r_multiGpu "0" seta r_normal "1" seta r_picmip "0" seta r_picmip_bump "0" seta r_picmip_manual "0" seta r_picmip_spec "0" seta r_picmip_water "0" seta r_polygonOffsetBias "-1" seta r_polygonOffsetScale "-1" seta r_portalBevels "0.7" seta r_preloadShaders "0" seta r_rendererPreference "Default" seta r_specular "1" seta r_texFilterAnisoMax "4" seta r_texFilterAnisoMin "1" seta r_texFilterMipMode "Unchanged" seta r_vsync "0" seta r_zFeather "0" seta ragdoll_enable "0" seta ragdoll_max_simulating "0" seta rate "25000" seta sc_enable "0" seta sensitivity "5" seta server1 "" seta server10 "" seta server11 "" seta server12 "" seta server13 "" seta server14 "" seta server15 "" seta server16 "" seta server2 "" seta server3 "" seta server4 "" seta server5 "" seta server6 "" seta server7 "" seta server8 "" seta server9 "" seta sm_enable "1" seta sm_maxLights "4" seta snaps "20" seta snd_bits "16" seta snd_cinematicVolumeScale "0.85" seta snd_debugReplace "0" seta snd_drawEqChannels "0" seta snd_drawEqEnts "0" seta snd_enableEq "0" seta snd_errorOnMissing "0" seta snd_khz "44" seta snd_levelFadeTime "250" seta snd_outputConfiguration "Windows default" seta snd_slaveFadeTime "500" seta snd_touchStreamFilesOnLoad "0" seta snd_volume "0.8" seta sv_allowDownload "1" seta sv_floodProtect "1" seta sv_hostname "BASHandSlash" seta sv_maxclients "24" seta sv_maxPing "0" seta sv_maxRate "5000" seta sv_minPing "0" seta sv_punkbuster "1" seta sv_reconnectlimit "3" seta sv_voice "1" seta sv_wwwBaseURL "" seta sv_wwwDlDisconnected "0" seta sv_wwwDownload "0" seta sys_configSum "4379996" seta sys_configureGHz "2.92348" seta sys_cpuGHz "3.0107" seta sys_gpu "NVIDIA GeForce 7900 GTX" seta sys_sysMB "1024" seta thereisacow "1337" seta ui_bigFont "0.4" seta ui_browserFriendlyfire "-1" seta ui_browserKillcam "-1" seta ui_browserMod "0" seta ui_browserShowDedicated "0" seta ui_browserShowEmpty "1" seta ui_browserShowFull "0" seta ui_browserShowNoPassword "1" seta ui_browserShowPassword "-1" seta ui_browserShowPunkBuster "-1" seta ui_browserShowPure "1" seta ui_currentMap "5" seta ui_currentNetMap "5" seta ui_dedicated "0" seta ui_drawCrosshair "1" seta ui_extraBigFont "0.55" seta ui_gametype "0" seta ui_joinGametype "3" seta ui_maxclients "32" seta ui_netGametype "2" seta ui_netGametypeName "sd" seta ui_netSource "1" seta ui_serverStatusTimeOut "7000" seta ui_smallFont "0.25" seta vehDriverViewHeightMax "50" seta vehDriverViewHeightMin "-15" seta vid_xpos "3" seta vid_ypos "22" seta voice_deadChat "0" seta voice_global "0" seta voice_localEcho "0" seta winvoice_mic_mute "1" seta winvoice_mic_reclevel "65535" seta winvoice_mic_scaler "1" seta winvoice_save_voice "0" Complete Console and Config_mp Command Listing -back -moveright -breath_sprint +breath_sprint scriptUsage -gostand -leanright -frag -moveleft -reload -actionslot dvarlist_saved -scores dvarlist -melee -activate -forward +forward +moveright -attack +attack updatehunkusage snd_list snd_refreshSpeakerMaps printentities echo stats jumptonode setviewpos levelshot ufo noclip notarget demigod god take give kill cg_ufo cg_noclip cg_shellshock_save cg_shellshock_load cg_shellshock +actionslot fade weapprev weapnext +scores viewpos phys_go phys_stop closemenu openmenu r_smc_flush r_smc_stats r_savesun r_loadsun reloadmaterialtextures r_applyPicmip imagelist screenshotJpeg screenshot map difficultyEasy set cinematic snd_deactivateEq snd_setEqType snd_setEqQ snd_setEqGain snd_setEqFreq snd_setEq snd_playLocal snd_deactivateEnvironmentEffects snd_setEnvironmentEffects localizeSoundAliasFiles cubemapShot +decAnimWeight +incAnimWeight shellExecute startSingleplayer startMultiplayer sl pause unskippablecinematic logo stoprecord record timedemo demo disconnect snd_restart vid_restart cmd -nightvision +nightvision -sprint +sprint +gostand gocrouch goprone toggleprone togglecrouch raisestance lowerstance -toggleads_throw +toggleads_throw -speed_throw +speed_throw -throw +throw leaveads toggleads -mlook +mlook -stance +stance -prone +prone +leanright -leanleft +leanleft -usereload +usereload +reload +activate -smoke +smoke +frag -melee_breath +melee_breath -holdbreath +holdbreath +melee -speed +speed +moveleft -strafe +strafe -lookdown +lookdown -lookup +lookup +back -right +right -left +left -movedown +movedown -moveup +moveup centerview clear ragdoll_baselerp_bone ragdoll_limit ragdoll_joint ragdoll_selfpair ragdoll_bone ragdoll_clear exec ragdoll_pin_bone savegame_lastcommit devsave stringUsage difficultyFu difficultyHard difficultyMedium loadgame_continue nextlevel loadgame spdevmap devmap spmap map_restart fast_restart in_restart writedefaults writeconfig quit meminfo con_showchannel con_hidechannel seta bind unbindall con_visiblechannellist con_channellist touchFile fdir dir fullpath path bindlist unbind wait vstr dvar_float dvar_int dvar_bool dvardump reset setdvartotime setfromlocString setfromdvar sets togglep toggle 209 commands Variables that affect graphics quality VERY LOW QUALITY seta r_lodbiasrigid "0"//Level of detail of static objects (-1000=better to 0=lowest) seta r_lodbiasskinned "0"//Level of detail of skinned objects (-1000=better to 0=lowest) seta r_lodscalerigid "4"//Level of detail of static objects (1=best to 4=worst) seta r_lodscaleskinned "4"//Level of detail of skinned objects (1=best to 4=worst) MAXIMUM QUALITY seta r_lodbiasrigid "-1000"//Level of detail of static objects (-1000=better to 0=lowest) seta r_lodbiasskinned "-1000"//Level of detail of skinned objects (-1000=better to 0=lowest) seta r_lodscalerigid "1"//Level of detail of static objects (1=best to 4=worst) seta r_lodscaleskinned "1"//Level of detail of skinned objects (1=best to 4=worst) Boosting Framerate a) Changes to the basic client settings can produce FPS boosts. Some of these are shown below Console Settings seta ai_corpseCount 0 seta cg_blood "0" seta cg_brass "0" seta fx_marks "0" seta r_aaAlpha 0 seta r_aaSamples 1 seta r_drawwater 0 seta r_fastskin 1 seta r_lodscalerigid "1" VS seta r_lodscalerigid "4" ~10% seta r_lodbiasrigid "-1000" VS seta r_lodbiasrigid "0" ~30% seta r_rendererpreference "shader model 2.0" seta r_texFilterMipMode "Force Bilinear" seta r_zfeather 0 Ingame settings Model Detail "NORMAL" VS Model Detail "LOW" ~15% Shadows Enabled VS Shadows Disabled ~20% Dinamic Lights "Normal" VS Dinamic Lights "OFF" ~5% Smoke Smoothing "ON" VS Smoke Smoothing "OFF" ~10% b) High frame rate boosts will occur if you remove fog and remove effects. This can be done by putting put clientr_fog 0 and clientfx_draw 0 in the server config. Of course this will remove these items for everyone on the server. Some effects removed by fx_draw are muzzle flashes, flashbangs and nade explosions. This can result in a 30 fps boost. Type the following in the modernwarfare.gsc, server side if ( getdvar("clientr_fog") == "0" ) { self setClientDvar( "r_fog", "0" ); } if ( getdvar("clientfx_draw") == "0" ) { self setClientDvar( "fx_draw", "0" ); } c) Similar to b), you could set fx_drawClouds (which removes the clouds of dust after an explosion) can be set to 0. Dvars Legend ai_ - The Computer AIartificial intelligence = ComputerKI aim_ - Target and Hit Settings cl_ - Client Settings (your PC) com_ - Computer compass - Compass con_ - Ingame console dynEnt - dynamic entities and graphics settings fs_ - File System fx_ - Graphics Settings g_ - game settings hud_ - HUD in_ - Input devices loc_ - Language settings m_ - Mouse settings mis_ - miscellanous phys_ - physics player_ - player settings r_ - render settings snd_ - Sound sv_ - Server Settings sys_ - System Settings ui_ - User Interface veh - vehicles aa_ads_damage_dealt "0" aa_deaths "0" aa_enemy_damage_taken "552" aa_enemy_deaths "2" aa_player_damage_dealt "0" aa_player_damage_taken "0" aa_player_kills "0" aa_time_tracking "33.6" aa_zoneaa_main_bog_a "on" actionSlotsHide "0" C ai_accuracyDistScale "1" A ai_badPathSpam "0" A ai_corpseCount "10" C ai_count "32" C ai_coverScore_coverType "2" C ai_coverScore_distance "16" C ai_coverScore_engagement "4" C ai_coverScore_nodeAngle "4" C ai_coverScore_playerLos "8" C ai_coverScore_priority "8" C ai_coverScore_targetDir "4" C ai_coverScore_visibility "8" A C ai_debugAccuracy "0" C ai_debugAnimDeltas "0" C ai_debugClaimedNodes "0" C ai_debugCoverEntityNum "-1" A C ai_debugCoverSelection "0" ai_debugEntIndex "-1" C ai_debugFindPath "0" C ai_debugFindPathDirect "0" C ai_debugFindPathLock "0" C ai_debugFindPathWidth "0" C ai_debugGrenadeFailSafe "0" C ai_debugGrenadeHintArc "150" C ai_debugMayMove "0" A C ai_debugMeleeAttackSpots "0" C ai_debugPlayerLOS "0" A C ai_debugThreatSelection "0" C ai_disableSpawn "0" C ai_eventDistBadPlace "256" C ai_eventDistBullet "96" C ai_eventDistDeath "1024" C ai_eventDistExplosion "1024" C ai_eventDistFootstep "512" C ai_eventDistFootstepLite "256" C ai_eventDistGrenadePing "512" C ai_eventDistGunShot "2048" C ai_eventDistNewEnemy "1024" C ai_eventDistPain "512" C ai_eventDistProjImpact "256" C ai_eventDistProjPing "128" C ai_eventDistSilencedShot "128" C ai_foliageSeeThroughDist "128" C ai_friendlyFireBlockDuration "2000" C ai_friendlySuppression "1" C ai_friendlySuppressionDist "128" C ai_moveOrientMode "invalid" C ai_noDodge "0" C ai_pathMomentum "0.78" C ai_pathNegotiationOverlapCost "300" C ai_playerADS_LOSRange "150" C ai_playerADSTargetTime "10000" ai_playerFarAccuracy "0.1" ai_playerFarRange "2000" C ai_playerLOSHalfWidth "15" C ai_playerLOSMinTime "1500" C ai_playerLOSRange "150" ai_playerNearAccuracy "0.5" ai_playerNearRange "800" C ai_showBadPlaces "0" A ai_ShowCanshootChecks "0" A C ai_showClaimedNode "0" C ai_showDodge "0" C ai_showFriendlyChains "0" C ai_showNearestNode "0" C ai_showNodes "0" C ai_showNodesDist "384" C ai_showPaths "0" C ai_showPotentialThreatDir "0" A C ai_showRegion "0" C ai_showSuppression "-1" C ai_showVisData "0" C ai_showVisDataDist "1000" C ai_showVolume "-1" C ai_threatUpdateInterval "500" C aim_accel_turnrate_debug "0" C aim_accel_turnrate_enabled "1" C aim_accel_turnrate_lerp "1200" C aim_autoaim_debug "0" C aim_autoaim_enabled "1" C aim_autoaim_lerp "40" C aim_autoaim_region_height "120" C aim_autoaim_region_width "160" C aim_automelee_debug "0" C aim_automelee_enabled "1" C aim_automelee_lerp "40" C aim_automelee_range "128" C aim_automelee_region_height "240" C aim_automelee_region_width "320" C aim_input_graph_debug "0" C aim_input_graph_enabled "1" C aim_input_graph_index "3" C aim_lockon_debug "0" C aim_lockon_deflection "0.05" C aim_lockon_enabled "1" C aim_lockon_region_height "90" C aim_lockon_region_width "90" C aim_lockon_strength "0.6" C aim_scale_view_axis "1" C aim_slowdown_debug "0" C aim_slowdown_enabled "1" C aim_slowdown_pitch_scale "0.4" C aim_slowdown_pitch_scale_ads "0.5" C aim_slowdown_region_height "90" C aim_slowdown_region_width "90" C aim_slowdown_yaw_scale "0.4" C aim_slowdown_yaw_scale_ads "0.5" C aim_target_sentient_radius "10" C aim_turnrate_pitch "90" C aim_turnrate_pitch_ads "55" C aim_turnrate_yaw "260" C aim_turnrate_yaw_ads "90" A airlift_min_spec "0" ammoCounterHide "0" angles "0" A animated_trees_enabled "1" arcademode "0" arcademode_full "0" autodifficulty_frac "25" autodifficulty_original_setting "0" autodifficulty_playerDeathTimer "0" bcs_enable "on" bcs_filterInform "off" bcs_filterOrder "off" bcs_filterReaction "off" bcs_filterResponse "off" bcs_filterThreat "off" bcs_threatLimitInLocation "on" bcs_threatLimitInPlayerFOV "on" bcs_threatLimitSpeakerDist "512" bcs_threatLimitTargetingPlayer "off" bcs_threatLimitTargettedBySelf "off" bcs_threatLimitThreatDist "2048" bcs_threatPlayerRelative "off" C bg_aimSpreadMoveSpeedThreshold "11" C bg_bobAmplitudeDucked "0.0075 0.0075" C bg_bobAmplitudeProne "0.02 0.005" C bg_bobAmplitudeSprinting "0.02 0.014" C bg_bobAmplitudeStanding "0.007 0.007" C bg_bobMax "8" C bg_fallDamageMaxHeight "350" C bg_fallDamageMinHeight "200" C bg_foliagesnd_fastinterval "500" C bg_foliagesnd_maxspeed "180" C bg_foliagesnd_minspeed "40" C bg_foliagesnd_resetinterval "500" C bg_foliagesnd_slowinterval "1500" C bg_ladder_yawcap "100" C bg_legYawTolerance "20" C bg_maxGrenadeIndicatorSpeed "20" C bg_prone_yawcap "85" C bg_shock_lookControl "0" C bg_shock_lookControl_fadeTime "0.001" C bg_shock_lookControl_maxpitchspeed "0" C bg_shock_lookControl_maxyawspeed "0" C bg_shock_lookControl_mousesensitivityscale "0" C bg_shock_movement "1" C bg_shock_screenBlurBlendFadeTime "0.001" C bg_shock_screenBlurBlendTime "0.001" C bg_shock_screenFlashShotFadeTime "0" C bg_shock_screenFlashWhiteFadeTime "0" C bg_shock_screenType "blurred" C bg_shock_sound "0" C bg_shock_soundDryLevel "1" C bg_shock_soundEnd "shellshock_end" C bg_shock_soundEndAbort "shellshock_end_abort" C bg_shock_soundFadeInTime "0.25" C bg_shock_soundFadeOutTime "2.5" C bg_shock_soundLoop "shellshock_loop" C bg_shock_soundLoopEndDelay "-1.5" C bg_shock_soundLoopFadeTime "2" C bg_shock_soundLoopSilent "shellshock_loop_silent" C bg_shock_soundModEndDelay "-0.75" C bg_shock_soundRoomType "generic" C bg_shock_soundWetLevel "0.5" C bg_shock_viewKickFadeTime "0.001" C bg_shock_viewKickPeriod "0.75" C bg_shock_viewKickRadius "0" C bg_shock_volume_ambient "0.2" C bg_shock_volume_announcer "0.9" C bg_shock_volume_auto "0.5" C bg_shock_volume_auto2 "0.5" C bg_shock_volume_auto2d "0.5" C bg_shock_volume_autodog "0.9" C bg_shock_volume_body "0.2" C bg_shock_volume_body2d "0.2" C bg_shock_volume_bulletimpact "0.5" C bg_shock_volume_bulletwhizby "0.5" C bg_shock_volume_effects1 "0.5" C bg_shock_volume_effects2 "0.5" C bg_shock_volume_element "0.5" C bg_shock_volume_hurt "0.4" C bg_shock_volume_item "0.2" C bg_shock_volume_local "0.2" C bg_shock_volume_local2 "0.2" C bg_shock_volume_menu "1" C bg_shock_volume_mission "0.9" C bg_shock_volume_music "0.5" C bg_shock_volume_musicnopause "0.5" C bg_shock_volume_nonshock "0.5" C bg_shock_volume_physics "0.5" C bg_shock_volume_player1 "0.4" C bg_shock_volume_player2 "0.4" C bg_shock_volume_reload "0.2" C bg_shock_volume_reload2d "0.2" C bg_shock_volume_shellshock "1" C bg_shock_volume_vehicle "0.1" C bg_shock_volume_vehiclelimited "0.1" C bg_shock_volume_voice "0.2" C bg_shock_volume_weapon "0.5" C bg_shock_volume_weapon2d "0.5" C bg_swingSpeed "0.2" C bg_viewKickMax "90" C bg_viewKickMin "5" C bg_viewKickRandom "0.4" C bg_viewKickScale "0.8" A bog_b_min_spec "0" C bullet_penetrationEnabled "1" C bullet_penetrationMinFxDist "30" A cg_blood "1" A cg_bloodLimit "0" A cg_bloodLimitMsec "330" cg_bobWeaponAmplitude "0.16" cg_bobWeaponLag "0.25" cg_bobWeaponMax "10" cg_bobWeaponRollAmplitude "1.5" A cg_brass "1" C cg_centertime "3" cg_cinematicFullscreen "1" A C cg_crosshairAlpha "1" A C cg_crosshairAlphaMin "0.5" A C cg_crosshairDynamic "0" A C cg_crosshairEnemyColor "1" A cg_cursorHints "3" C cg_debug_overlay_viewport "0" C cg_debugevents "0" A cg_debugInfoCornerOffset "0 0" cg_draw2D "1" A cg_drawBreathHint "1" A cg_drawCrosshair "1" A cg_drawFPS "Off" A cg_drawFPSLabels "1" A C cg_drawFriendlyFireCrosshair "0" C cg_drawGun "1" C cg_drawHealth "0" cg_drawHUD "1" A cg_drawMantleHint "1" C cg_drawMaterial "Off" cg_drawpaused "1" C cg_drawPerformanceWarnings "1" C cg_drawPlayerPosInFreeMove "1" cg_drawScriptUsage "0" C cg_drawShellshock "1" A cg_drawTurretCrosshair "1" C cg_dumpAnims "-1" cg_errordecay "100" C cg_footsteps "1" cg_fov "65" A cg_gameBoldMessageWidth "390" A cg_gameMessageWidth "500" C cg_gun_move_f "0" C cg_gun_move_minspeed "0" C cg_gun_move_r "0" C cg_gun_move_rate "0" C cg_gun_move_u "0" C cg_gun_ofs_f "0" C cg_gun_ofs_r "0" C cg_gun_ofs_u "0" C cg_gun_rot_minspeed "0" C cg_gun_rot_p "0" C cg_gun_rot_r "0" C cg_gun_rot_rate "0" C cg_gun_rot_y "0" C cg_gun_x "0" C cg_gun_y "0" C cg_gun_z "0" A cg_hintFadeTime "100" A cg_hudDamageIconHeight "64" A cg_hudDamageIconInScope "0" A cg_hudDamageIconOffset "128" A cg_hudDamageIconTime "2000" A cg_hudDamageIconWidth "128" A cg_hudGrenadeIconEnabledFlash "0" A cg_hudGrenadeIconHeight "25" A cg_hudGrenadeIconInScope "1" A cg_hudGrenadeIconMaxHeight "104" A cg_hudGrenadeIconMaxRangeFlash "500" A cg_hudGrenadeIconMaxRangeFrag "256" A cg_hudGrenadeIconOffset "50" A cg_hudGrenadeIconWidth "25" A cg_hudGrenadePointerHeight "12" A cg_hudGrenadePointerPivot "12 27" cg_hudGrenadePointerPulseFreq "1.7" cg_hudGrenadePointerPulseMax "1.85" cg_hudGrenadePointerPulseMin "0.3" A cg_hudGrenadePointerWidth "25" A cg_hudMapBorderWidth "2" A cg_hudMapFriendlyHeight "15" A cg_hudMapFriendlyWidth "15" A cg_hudMapPlayerHeight "20" A cg_hudMapPlayerWidth "20" A C cg_hudMapRadarLineThickness "0.15" cg_hudStanceFlash "1 1 1 1" A cg_hudStanceHintPrints "0" A cg_invalidCmdHintBlinkInterval "600" A cg_invalidCmdHintDuration "1800" C cg_laserEndOffset "0.5" C cg_laserFlarePct "0.2" C cg_laserForceOn "0" A cg_laserLight "1" C cg_laserLightBeginOffset "13" C cg_laserLightBodyTweak "15" C cg_laserLightEndOffset "-3" C cg_laserLightRadius "3" C cg_laserRadius "0.8" C cg_laserRange "1500" C cg_laserRangePlayer "1500" A cg_mapLocationSelectionCursorSpeed "0.6" A cg_marks_ents_player_only "0" A cg_nopredict "0" cg_objectiveListWrapCountStandard "600" cg_objectiveListWrapCountWidescreen "530" cg_showmiss "0" A cg_small_dev_string_fontscale "1" A cg_sprintMeterDisabledColor "0.8 0.1 0.1 0.2" A cg_sprintMeterEmptyColor "0.7 0.5 0.2 0.8" A cg_sprintMeterFullColor "0.8 0.8 0.8 0.8" A cg_subtitleMinTime "3" A cg_subtitles "1" A cg_subtitleWidthStandard "360" A cg_subtitleWidthWidescreen "520" C cg_tracerchance "0.2" C cg_tracerlength "160" C cg_tracerScale "1" C cg_tracerScaleDistRange "25000" C cg_tracerScaleMinDist "5000" C cg_tracerScrewDist "100" C cg_tracerScrewRadius "0.5" C cg_tracerSpeed "7500" C cg_tracerwidth "4" C cg_viewVehicleInfluence "1" A cg_viewZSmoothingMax "16" A cg_viewZSmoothingMin "1" A cg_viewZSmoothingTime "0.1" A cg_weaponCycleDelay "0" cg_weaponHintsCoD1Style "1" C chaplinCheat "0" A cheat_items_set1 "33554432" A cheat_items_set2 "0" A cheat_points "1" cl_analog_attack_threshold "0.8" cl_anglespeedkey "1.5" cl_avidemo "0" cl_forceavidemo "0" A cl_freelook "1" C cl_freemove "0" C cl_freemoveScale "1" A cl_mouseAccel "0" cl_noprint "0" cl_paused "0" A cl_pitchspeed "140" cl_showmouserate "0" cl_shownet "0" cl_stanceHoldTime "300" cl_testAnimWeight "0" A cl_yawspeed "140" com_animCheck "0" com_filter_output "0" A com_introPlayed "0" A com_maxfps "0" com_maxFrameTime "100" R com_playerProfile "bullet-worm" A com_recommendedSet "1" com_statmon "0" R C com_timescale "1" compass "1" A C compassClampIcons "1" A compassCoords "740 3590 400" A compassECoordCutoff "37" C compassEnemyFootstepEnabled "0" C compassEnemyFootstepMaxRange "500" C compassEnemyFootstepMaxZ "100" C compassEnemyFootstepMinSpeed "140" A compassFriendlyHeight "18.75" A compassFriendlyWidth "18.75" compassIconOtherVehHeight "40" compassIconOtherVehWidth "40" compassIconTankHeight "35" compassIconTankWidth "35" A C compassMaxRange "3500" A compassMinRadius "0.0001" A compassMinRange "0.0001" A compassObjectiveArrowHeight "20" A compassObjectiveArrowOffset "2" A compassObjectiveArrowRotateDist "5" A compassObjectiveArrowWidth "20" compassObjectiveDetailDist "10" A compassObjectiveDrawLines "1" A compassObjectiveHeight "20" A compassObjectiveIconHeight "16" A compassObjectiveIconWidth "16" compassObjectiveMaxHeight "70" A compassObjectiveMaxRange "2048" A compassObjectiveMinAlpha "1" compassObjectiveMinDistRange "2" compassObjectiveMinHeight "-70" compassObjectiveNearbyDist "8" A compassObjectiveNumRings "10" A compassObjectiveRingSize "80" A compassObjectiveRingTime "10000" A compassObjectiveTextHeight "18" A compassObjectiveTextScale "0.3" A compassObjectiveWidth "20" A compassPlayerHeight "25" A compassPlayerWidth "25" A C compassRadarLineThickness "0.4" A C compassRadarPingFadeTime "4" A C compassRadarUpdateTime "4" A compassRotation "1" A compassSize "1" A C compassSoundPingFadeTime "2" A compassTickertapeStretch "0.5" con_default_console_filter "*" A con_errormessagetime "8" A con_gameMsgWindow0FadeInTime "0.25" A con_gameMsgWindow0FadeOutTime "0.5" AL con_gameMsgWindow0Filter "gamenotify obituary" A con_gameMsgWindow0LineCount "6" A con_gameMsgWindow0MsgTime "5" A con_gameMsgWindow0ScrollTime "0.25" A con_gameMsgWindow0SplitscreenScale "1.5" A con_gameMsgWindow1FadeInTime "0.25" A con_gameMsgWindow1FadeOutTime "0.01" AL con_gameMsgWindow1Filter "boldgame" A con_gameMsgWindow1LineCount "6" A con_gameMsgWindow1MsgTime "8" A con_gameMsgWindow1ScrollTime "0.25" A con_gameMsgWindow1SplitscreenScale "1.5" A con_gameMsgWindow2FadeInTime "0.75" A con_gameMsgWindow2FadeOutTime "0.5" AL con_gameMsgWindow2Filter "subtitle" A con_gameMsgWindow2LineCount "7" A con_gameMsgWindow2MsgTime "5" A con_gameMsgWindow2ScrollTime "0.25" A con_gameMsgWindow2SplitscreenScale "1.5" A con_gameMsgWindow3FadeInTime "0.25" A con_gameMsgWindow3FadeOutTime "0.5" AL con_gameMsgWindow3Filter "" A con_gameMsgWindow3LineCount "6" A con_gameMsgWindow3MsgTime "5" A con_gameMsgWindow3ScrollTime "0.25" A con_gameMsgWindow3SplitscreenScale "1.5" A con_inputBoxColor "0.25 0.25 0.2 1" A con_inputHintBoxColor "0.4 0.4 0.35 1" A con_matchPrefixOnly "1" A con_minicon "0" A con_miniconlines "5" A con_minicontime "4" A con_outputBarColor "1 1 0.95 0.6" A con_outputSliderColor "0.15 0.15 0.1 0.6" A con_outputWindowColor "0.35 0.35 0.3 0.75" con_typewriterColorBase "1 1 1" A con_typewriterColorGlowCheckpoint "0.6 0.5 0.6 1" A con_typewriterColorGlowCompleted "0 0.3 0.8 1" A con_typewriterColorGlowFailed "0.8 0 0 1" A con_typewriterColorGlowUpdated "0 0.6 0.18 1" A con_typewriterDecayDuration "700" A con_typewriterDecayStartTime "6000" A con_typewriterPrintSpeed "50" credits_active "0" credits_load "0" debug "0" debug_bcprint "off" debug_bcshowqueue "off" debug_friendlyfire "0" developer "0" I developer_script "0" A disable_tank_shock_minspec "0" A drew_notes "5" A dynEnt_active "1" C dynEnt_bulletForce "1000" C dynEnt_explodeForce "12500" C dynEnt_explodeMaxEnts "20" C dynEnt_explodeMinForce "40" C dynEnt_explodeSpinScale "3" C dynEnt_explodeUpbias "0.5" C dynEntPieces_angularVelocity "0 0 0" C dynEntPieces_impactForce "1000" C dynEntPieces_velocity "0 0 0" fallback "0" finished_demo "0" C fixedtime "0" C friction "5.5" friendlyfire_dev_disabled "0" friendlyNameFontColor "0.9 1 0.9 0.7" friendlyNameFontGlowColor "0 0.3 0 1" friendlyNameFontObjective "1" friendlyNameFontSize "0.3" I fs_basegame "" I fs_basepath "C \Program Files\Games\Call of Duty 4 - Modern Warfare Demo" I fs_cdpath "" I fs_copyfiles "0" fs_debug "0" S I fs_game "" I fs_homepath "C \Program Files\Games\Call of Duty 4 - Modern Warfare Demo" LC fs_ignoreLocalized "0" C fx_count "0" fx_cull_effect_spawn "0" fx_cull_elem_draw "1" fx_cull_elem_spawn "1" C fx_debugBolt "0" C fx_draw "1" C fx_drawClouds "1" C fx_enable "1" C fx_freeze "0" C fx_mark_profile "0" A fx_marks "1" A fx_marks_ents "1" A fx_marks_smodels "1" C fx_profile "0" C fx_visMinTraceDist "80" C g_ai "1" C g_aiEventDump "-1" g_changelevel_time "4" g_connectpaths "0" A g_deathDelay "3000" C g_debugBullets "0" C g_debugDamage "0" C g_debugLocDamage "0" C g_drawEntBBoxes "0" C g_drawGrenadeHints "0" C g_dumpAnims "-1" C g_dumpAnimsCommands "-1" C g_earthquakeEnable "1" C g_enteqDelay "150" C g_enteqDist "4000" C g_enteqEnable "1" C g_entinfo "off" C g_entinfo_AItext "brief" C g_entinfo_maxdist "2048" C g_entinfo_scale "1" C g_entinfo_type "AI only" R C g_fogColorReadOnly "0.545098 0.392157 0.219608 1" R C g_fogHalfDistReadOnly "4556.45" R C g_fogStartDistReadOnly "477.057" C g_friendlyfireDist "175" C g_friendlyNameDist "15000" S R L g_gameskill "0" g_gravity "800" g_knockback "1000" g_listEntity "0" C g_minGrenadeDamageSpeed "400" g_no_script_spam "0" R L g_player_maxhealth "100" C g_playerTrailTime "500" R g_reloading "0" LC g_spawnai "1" g_speed "190" A g_useGear "1" g_useholdtime "0" C g_vehicleDebug "0" C g_vehicleDrawPath "" C g_vehicleTexScrollScale "0" R gamedate "Sep 27 2007" S R gamename "main" R hiDef "1" hostileNameFontColor "1 0.9 0.9 0.7" hostileNameFontGlowColor "0.6 0 0 1" A hud_deathQuoteFadeTime "1000" hud_drawHUD "1" A hud_fade_ammodisplay "8" A hud_fade_compass "8" A hud_fade_healthbar "2" A hud_fade_offhand "8" A hud_fade_sprint "1.7" A hud_fade_stance "1.7" A hud_fadeout_speed "0.1" A hud_flash_period_offhand "0.5" A hud_flash_time_offhand "2" hud_gasMaskOverlay "0" A hud_health_pulserate_critical "0.5" A hud_health_pulserate_injured "1" A hud_health_startpulse_critical "0.33" A hud_health_startpulse_injured "1" hud_healthOverlay_phaseEnd_fromAlpha "0.2" hud_healthOverlay_phaseEnd_pulseDuration "700" hud_healthOverlay_phaseEnd_toAlpha "0" hud_healthOverlay_phaseOne_pulseDuration "150" hud_healthOverlay_phaseOne_toAlphaAdd "0.3" hud_healthOverlay_phaseThree_pulseDuration "400" hud_healthOverlay_phaseThree_toAlphaMultiplier "0.6" hud_healthOverlay_phaseTwo_pulseDuration "320" hud_healthOverlay_phaseTwo_toAlphaMultiplier "0.7" hud_healthOverlay_pulseStart "0.35" hud_healthOverlay_pulseStop "0.9" A hud_letterBoxFadeTime "1000" hud_missionFailed "0" hud_showStance "1" C hudElemPausedBrightness "0.4" A in_gpuSync "1" AL in_mouse "1" C inertiaAngle "-1000" C inertiaDebug "0" C inertiaMax "50" introscreen "1" C jump_height "39" C jump_ladderPushVel "128" C jump_slowdownEnable "0" C jump_spreadAdd "64" C jump_stepSize "18" AL loc_forceEnglish "0" AL loc_language "0" L loc_translate "1" loc_warnings "1" loc_warningsAsErrors "0" logfile "1" lowAmmoWarningColor1 "0.901961 0.901961 0.901961 0.8" lowAmmoWarningColor2 "1 1 1 1" lowAmmoWarningNoAmmoColor1 "0.8 0 0 0.8" lowAmmoWarningNoAmmoColor2 "1 0 0 1" lowAmmoWarningNoReloadColor1 "0.701961 0.701961 0 0.8" lowAmmoWarningNoReloadColor2 "1 1 0 1" lowAmmoWarningPulseFreq "1.7" lowAmmoWarningPulseMax "1.5" lowAmmoWarningPulseMin "0" A m_filter "0" A m_forward "0.25" A m_pitch "0.022" A m_side "0.25" A m_yaw "0.022" C mantle_check_angle "60" C mantle_check_radius "0.1" C mantle_check_range "20" C mantle_debug "0" C mantle_enable "1" C mantle_view_yawcap "60" S R mapname "bog_a" C melee_debug "0" mgTurret "off" A min_spec_ai "0" R mis_01 "0" mis_cheat "0" R mis_difficulty "00000000000000000000000000000000000000000000000000" missileDebugAttractors "0" missileDebugDraw "0" missileDebugText "0" C missileHellfireMaxSlope "0.5" C missileHellfireUpAccel "1000" C missileJavAccelClimb "300" C missileJavAccelDescend "3000" C missileJavClimbAngleDirect "85" C missileJavClimbAngleTop "50" C missileJavClimbCeilingDirect "0" C missileJavClimbCeilingTop "3000" C missileJavClimbHeightDirect "10000" C missileJavClimbHeightTop "15000" C missileJavClimbToOwner "700" C missileJavSpeedLimitClimb "1000" C missileJavSpeedLimitDescend "6000" C missileJavTurnDecel "0.05" C missileJavTurnRateDirect "60" C missileJavTurnRateTop "100" C missileWaterMaxDepth "60" A monkeytoy "0" name "bullet-worm" nextdemo "" nextmap "map_restart" nightVisionDisableEffects "0" nightVisionFadeInOutTime "0.1" nightVisionPowerOnTime "0.3" noai "off" overrideNVGModelWithKnife "0" phys_autoDisableAngular "1" phys_autoDisableLinear "20" phys_autoDisableTime "0.9" phys_bulletSpinScale "3" phys_bulletUpBias "0.5" phys_cfm "0.0001" phys_collUseEntities "0" phys_contact_cfm "1e-005" phys_contact_cfm_ragdoll "0.001" phys_contact_erp "0.8" phys_contact_erp_ragdoll "0.3" phys_csl "1" phys_dragAngular "0.5" phys_dragLinear "0.03" phys_drawAwake "0" phys_drawAwakeTooLong "0" phys_drawCollisionObj "0" phys_drawCollisionWorld "0" phys_drawcontacts "0" phys_drawDebugInfo "0" phys_dumpcontacts "0" phys_erp "0.8" phys_frictionScale "1" phys_gravity "-800" phys_gravityChangeWakeupRadius "120" phys_interBodyCollision "0" phys_jitterMaxMass "200" phys_joint_cfm "0.0001" phys_joint_stop_cfm "0.0001" phys_joint_stop_erp "0.8" phys_mcv "20" phys_mcv_ragdoll "1000" phys_minImpactMomentum "250" phys_narrowObjMaxLength "4" phys_noIslands "0" phys_qsi "15" phys_reorderConst "1" phys_visibleTris "0" C pickupPrints "0" C player_adsExitDelay "0" C player_backSpeedScale "0.7" C player_breath_fire_delay "0" C player_breath_gasp_lerp "6" C player_breath_gasp_scale "4.5" C player_breath_gasp_time "1" C player_breath_hold_lerp "4" C player_breath_hold_time "4.5" C player_breath_snd_delay "1" C player_breath_snd_lerp "2" C player_burstFireCooldown "0.2" player_cheated "0" C player_damageMultiplier "0.210526" C player_deathInvulnerableTime "4000" C player_deathInvulnerableToMelee "0" C player_deathInvulnerableToProjectile "1" C player_debugHealth "0" player_died_recently "0" C player_dmgtimer_flinchTime "500" C player_dmgtimer_maxTime "750" C player_dmgtimer_minScale "0" C player_dmgtimer_stumbleTime "500" C player_dmgtimer_timePerPoint "100" R C player_footstepsThreshhold "0" player_healthEasy "500" player_healthFu "115" player_healthHard "165" player_healthMedium "275" C player_lean_rotate_crouch_left "1.25" C player_lean_rotate_crouch_right "1" C player_lean_rotate_left "1.25" C player_lean_rotate_right "1.25" C player_lean_shift_crouch_left "12.5" C player_lean_shift_crouch_right "13" C player_lean_shift_left "5" C player_lean_shift_right "2.5" C player_maxGrenadeCatchHeight "80" C player_meleeChargeFriction "1200" C player_meleeDamageMultiplier "0.4" C player_meleeHeight "10" C player_meleeRange "64" C player_meleeWidth "10" C player_move_factor_on_torso "0" R C player_moveThreshhold "10" C player_radiusDamageMultiplier "1" C player_scopeExitOnDamage "0" C player_spectateSpeedScale "1" C player_sprintCameraBob "0.5" player_sprintForwardMinimum "105" C player_sprintMinTime "1" C player_sprintRechargePause "0" C player_sprintSpeedScale "1.5" C player_sprintStrafeSpeedScale "0.667" C player_sprintTime "4" C player_strafeAnimCosAngle "0.5" C player_strafeSpeedScale "0.8" C player_sustainAmmo "0" C player_throwbackInnerRadius "72" C player_throwbackOuterRadius "192" C player_turnAnims "0" C player_view_pitch_down "85" C player_view_pitch_up "85" A r_aaAlpha "dither (fast)" AL r_aaSamples "4" AL r_altModelLightingUpdate "1" AL r_aspectRatio "auto" A r_autopriority "0" C r_blur "0" C r_brightness "0" r_cacheModelLighting "1" r_cacheSModelLighting "1" r_clear "dev-only blink" r_clearColor "0 0 0 0" r_clearColor2 "0 0 0 0" C r_colorMap "Unchanged" C r_contrast "1" AL r_customMode "" A r_debugLineWidth "1" C r_debugShader "none" A r_depthPrepass "0" C r_desaturation "1" r_detail "1" C r_diffuseColorScale "1" AL r_displayRefresh "60 Hz" A r_distortion "1" A r_dlightLimit "4" C r_dof_bias "0.5" A r_dof_enable "1" C r_dof_farBlur "1.8" C r_dof_farEnd "7000" C r_dof_farStart "1000" C r_dof_nearBlur "6" C r_dof_nearEnd "60" C r_dof_nearStart "10" C r_dof_tweak "0" C r_dof_viewModelEnd "8" C r_dof_viewModelStart "2" A r_drawDecals "1" A r_drawSun "1" A r_drawWater "1" r_envMapExponent "5" r_envMapMaxIntensity "0.5" r_envMapMinIntensity "0.2" r_envMapOverride "0" r_envMapSpecular "1" r_envMapSunIntensity "2" A r_fastSkin "0" r_filmTweakBrightness "0" r_filmTweakContrast "1.4" r_filmTweakDarkTint "0.7 0.85 1" r_filmTweakDesaturation "0.2" r_filmTweakEnable "0" r_filmTweakInvert "0" r_filmTweakLightTint "1.1 1.05 0.85" C r_filmUseTweaks "0" L r_floatz "1" C r_fog "1" C r_forceLod "none" C r_fullbright "0" AL r_fullscreen "1" A r_gamma "1" C r_glow "1" A r_glow_allowed "1" r_glow_allowed_script_forced "0" C r_glowTweakBloomCutoff "0.5" C r_glowTweakBloomDesaturation "0" C r_glowTweakBloomIntensity0 "1" C r_glowTweakEnable "0" C r_glowTweakRadius0 "5" C r_glowUseTweaks "0" r_gpuSync "adaptive" C r_highLodDist "-1" r_ignore "0" AL r_ignorehwgamma "0" A r_inGameVideo "1" C r_lightMap "Unchanged" R r_lightTweakAmbient "0.125" R r_lightTweakAmbientColor "0.670588 0.721569 0.941177 1" R r_lightTweakDiffuseFraction "0.4" C r_lightTweakSunColor "0.894118 0.94902 1 1" R r_lightTweakSunDiffuseColor "0.717647 0.776471 1 1" C r_lightTweakSunDirection "-22 247 0" C r_lightTweakSunLight "0.5" L r_loadForRenderer "1" C r_lockPvs "0" A r_lodBiasRigid "0" A r_lodBiasSkinned "0" A r_lodScaleRigid "1" A r_lodScaleSkinned "1" r_logFile "0" C r_lowestLodDist "-1" C r_lowLodDist "-1" C r_mediumLodDist "-1" AL r_mode "1024x768" LC r_modelVertColor "1" AL r_monitor "0" A r_multiGpu "0" C r_norefresh "0" r_normal "1" C r_normalMap "Unchanged" r_outdoor "1" r_outdoorAwayBias "32" r_outdoorDownBias "0" r_outdoorFeather "8" A r_picmip "0" A r_picmip_bump "0" A r_picmip_manual "0" A r_picmip_spec "0" AL r_picmip_water "0" A r_polygonOffsetBias "-1" A r_polygonOffsetScale "-1" A r_portalBevels "0.7" r_portalBevelsOnly "0" r_portalMinClipArea "0.02" C r_portalMinRecurseDepth "2" C r_portalWalkLimit "0" AL r_preloadShaders "0" r_pretess "1" r_reflectionProbeGenerate "0" r_reflectionProbeGenerateExit "0" r_reflectionProbeRegenerateAll "0" R r_rendererInUse "Shader model 3.0" AL r_rendererPreference "Default" C r_resampleScene "1" C r_scaleViewport "1" C r_showFbColorDebug "None" C r_showFloatZDebug "0" C r_showLightGrid "0" C r_showMissingLightGrid "0" C r_showPixelCost "off" C r_showPortals "0" C r_singleCell "0" r_skinCache "1" C r_skipPvs "0" r_smc_enable "1" r_smp_backend "1" r_smp_worker "1" R r_smp_worker_thread0 "0" R r_smp_worker_thread1 "0" A r_specular "1" C r_specularColorScale "2.42" C r_specularMap "Unchanged" C r_spotLightBrightness "14" C r_spotLightEndRadius "196" C r_spotLightEntityShadows "1" C r_spotLightFovInnerFraction "0.7" C r_spotLightShadows "1" C r_spotLightSModelShadows "1" C r_spotLightStartRadius "36" r_sse_skinning "1" C r_sun_from_dvars "0" r_sun_fx_position "0 0 0" r_sunblind_fadein "0.5" r_sunblind_fadeout "3" r_sunblind_max_angle "5" r_sunblind_max_darken "0.75" r_sunblind_min_angle "30" r_sunflare_fadein "1" r_sunflare_fadeout "1" r_sunflare_max_alpha "1" r_sunflare_max_angle "2" r_sunflare_max_size "2500" r_sunflare_min_angle "45" r_sunflare_min_size "0" r_sunflare_shader "sun_flare" r_sunglare_fadein "0.5" r_sunglare_fadeout "3" r_sunglare_max_angle "5" r_sunglare_max_lighten "0.75" r_sunglare_min_angle "30" r_sunsprite_shader "sun" r_sunsprite_size "16" A r_texFilterAnisoMax "4" A r_texFilterAnisoMin "1" C r_texFilterDisable "0" C r_texFilterMipBias "0" A r_texFilterMipMode "Unchanged" L r_useLayeredMaterials "0" L r_vc_makelog "0" r_vc_showlog "0" AL r_vsync "0" r_warningRepeatDelay "5" C r_zfar "0" A r_zFeather "1" C r_znear "4" C r_znear_depthhack "0.1" C radius_damage_debug "0" C ragdoll_baselerp_time "1000" C ragdoll_bullet_force "500" C ragdoll_bullet_upbias "0.5" C ragdoll_debug "0" ragdoll_dump_anims "0" A ragdoll_enable "1" C ragdoll_explode_force "18000" C ragdoll_explode_upbias "0.8" C ragdoll_fps "20" C ragdoll_jitter_scale "1" C ragdoll_jointlerp_time "3000" C ragdoll_max_life "4500" A ragdoll_max_simulating "16" C ragdoll_rotvel_scale "1" C ragdoll_self_collision_scale "1.2" RunForTime "0" A s0 "0" A s1 "0" A s10 "0" A s11 "0" A s12 "0" A s13 "0" A s14 "0" A s15 "0" A s16 "0" A s17 "0" A s18 "0" A s2 "0" A s3 "0" A s4 "0" A s5 "0" A s6 "0" A s7 "0" A s8 "0" A s9 "0" saved_gameskill "0" C sc_blur "2" C sc_count "24" C sc_debugCasterCount "24" C sc_debugReceiverCount "24" sc_enable "0" C sc_fadeRange "0.25" C sc_length "400" C sc_offscreenCasterLodBias "0" C sc_offscreenCasterLodScale "20" C sc_shadowInRate "2" C sc_shadowOutRate "5" C sc_showDebug "0" C sc_showOverlay "0" C sc_wantCount "12" C sc_wantCountMargin "1" scr_ai_auto_fire_rate "1.0" scr_art_visionfile "bog_a" scr_cinematic_autofocus "1" C scr_dof_enable "1" scr_expDeathMayMoveCheck "on" scr_playerInvulTimeScale "1" scr_RequiredMapAspectratio "1" A sensitivity "5" R sf_use_bw "0" R sf_use_chaplin "0" R sf_use_clustergrenade "0" R sf_use_contrast "0" R sf_use_ignoreammo "0" R sf_use_invert "0" R sf_use_slowmo "0" R sf_use_tire_explosion "0" S R shortversion "1.0" A sm_enable "1" C sm_fastSunShadow "1" sm_lightScore_eyeProjectDist "64" sm_lightScore_spotProjectFrac "0.125" A sm_maxLights "4" sm_polygonOffsetBias "0.5" sm_polygonOffsetScale "2" C sm_qualitySpotShadow "1" C sm_spotEnable "1" sm_spotShadowFadeTime "1" C sm_strictCull "1" C sm_sunEnable "1" C sm_sunSampleSizeNear "0.25" C sm_sunShadowCenter "0 0 0" C sm_sunShadowScale "1" A snd_cinematicVolumeScale "0.85" C snd_draw3D "Off" snd_drawInfo "None" C snd_enable2D "1" C snd_enable3D "1" A snd_enableEq "1" C snd_enableReverb "1" C snd_enableStream "1" A snd_errorOnMissing "0" AL snd_khz "44" A C snd_levelFadeTime "250" AL snd_outputConfiguration "Windows default" A C snd_slaveFadeTime "500" A snd_touchStreamFilesOnLoad "0" A snd_volume "0.8" start " ** melee breach alley shanty bog zpu cobras end " start_timeaa_main_bog_a "0" starting_ads_damage_dealtaa_main_bog_a "0" starting_deathsaa_main_bog_a "0" starting_enemy_damage_takenaa_main_bog_a "0" starting_enemy_deathsaa_main_bog_a "0" starting_player_damage_dealtaa_main_bog_a "0" starting_player_damage_takenaa_main_bog_a "0" starting_player_killsaa_main_bog_a "0" C stopspeed "100" RI sv_cheats "0" sv_framerate_smoothing "1" A sv_lastSaveGame "profiles/bullet-worm/save\autosave/bog_a.svg" S R sv_mapname "" R sv_running "1" S sv_saveOnStartMap "1" C sv_znear "0" IA sys_configSum "222167764" IA sys_configureGHz "9.00994" R sys_cpuGHz "2.40002" R sys_cpuName "Intel® Core™2 CPU 6600 @ 2.40GHz" IA sys_gpu "NVIDIA GeForce 8800 GTS" sys_lockThreads "none" I sys_smp_allowed "1" R sys_SSE "1" IA sys_sysMB "1024" A takeCoverWarnings "0" C timescale "1" C turretPlayerAvoidScale "1.7" turretScopeZoom "20" turretScopeZoomMax "20" turretScopeZoomMin "5" turretScopeZoomRate "15" ui_autoContinue "0" A ui_bigFont "0.4" ui_borderLowLightScale "0.6" ui_campaign "american" ui_cinematicsTimestamp "0" A ui_extraBigFont "0.55" ui_hideMap "0" ui_hint_text "@NULL_EMPTY" R ui_isSaving "0" ui_level_cheatpoints "2" ui_level_player_cheatpoints "1" ui_load_level "bog_a" A ui_mousePitch "0" R ui_multiplayer "0" ui_nextMission "0" ui_playerProfileAlreadyChosen "0" R ui_playerProfileCount "0" ui_playerProfileNameNew "" R ui_playerProfileSelected "" ui_savegame "" ui_saveMessageMinTime "1" C ui_showList "0" ui_showMenuOnly "" A ui_smallFont "0.25" ui_victoryquote "@VICTORYQUOTE_EVERY_MANS_LIFE_ENDS" uiscript_debug "0" I useFastFile "1" C vehHelicopterDecelerationFwd "0.5" C vehHelicopterDecelerationSide "1" C vehHelicopterFreeLookReleaseSpeed "8" vehHelicopterHeadSwayDontSwayTheTurret "1" C vehHelicopterHeadSwayOnPitch "0.2" C vehHelicopterHeadSwayOnRollHorz "0.1" C vehHelicopterHeadSwayOnRollVert "2" C vehHelicopterHeadSwayOnYaw "0.1" C vehHelicopterHoverSpeedThreshold "400" C vehHelicopterInvertUpDown "0" vehHelicopterJitterJerkyness "0.3" C vehHelicopterLookaheadTime "1" C vehHelicopterMaxAccel "45" C vehHelicopterMaxAccelVertical "30" C vehHelicopterMaxPitch "10" C vehHelicopterMaxRoll "35" C vehHelicopterMaxSpeed "150" C vehHelicopterMaxSpeedVertical "65" C vehHelicopterMaxYawAccel "90" C vehHelicopterMaxYawRate "120" C vehHelicopterRightStickDeadzone "0.3" C vehHelicopterScaleMovement "1" C vehHelicopterSoftCollisions "0" C vehHelicopterStrafeDeadzone "0.3" C vehHelicopterTiltFromAcceleration "2" C vehHelicopterTiltFromControllerAxes "0" C vehHelicopterTiltFromDeceleration "2" C vehHelicopterTiltFromFwdAndYaw "0" C vehHelicopterTiltFromFwdAndYaw_VelAtMaxTilt "1" C vehHelicopterTiltFromVelocity "1" C vehHelicopterTiltMomentum "0.4" C vehHelicopterTiltSpeed "1.2" vehHelicopterYawAltitudeControls "Altitude and yaw are both controlled by the thumbstick" C vehHelicopterYawOnLeftStick "5" vehHudDrawPipOnStickWhenFreelooking "1" vehHudLineWidth "8" vehHudReticleBouncingDiamondSize "24" vehHudReticleBouncingRadius "80" vehHudReticleBouncingSpeed "400" vehHudReticlePipOnAStickCenterCircle "8" vehHudReticlePipOnAStickCenterCircleBuffer "0.25" vehHudReticlePipOnAStickMovingCircle "32" vehHudReticlePipOnAStickMovingCircleBuffer "1" vehHudTargetScreenEdgeClampBufferBottom "134" vehHudTargetScreenEdgeClampBufferLeft "120" vehHudTargetScreenEdgeClampBufferRight "126" vehHudTargetScreenEdgeClampBufferTop "139" vehHudTargetSize "50" R version "CoD4 1.0 build 13600 Wed Sep 19 23 21 04 2007 win-x86" A vid_xpos "3" A vid_ypos "22" waypointDebugDraw "0" waypointDistScaleRangeMax "3000" waypointDistScaleRangeMin "1000" waypointDistScaleSmallest "0.8" waypointIconHeight "36" waypointIconWidth "36" waypointOffscreenCornerRadius "105" waypointOffscreenDistanceThresholdAlpha "30" waypointOffscreenPadBottom "30" waypointOffscreenPadLeft "103" waypointOffscreenPadRight "0" waypointOffscreenPadTop "0" waypointOffscreenPointerDistance "30" waypointOffscreenPointerHeight "12" waypointOffscreenPointerWidth "25" waypointOffscreenRoundedCorners "1" waypointOffscreenScaleLength "500" waypointOffscreenScaleSmallest "1" C waypointPlayerOffsetCrouch "56" C waypointPlayerOffsetProne "30" C waypointPlayerOffsetStand "74" waypointSplitscreenScale "1.8" waypointTweakY "-17" R wideScreen "1" 1202 Dvars
https://w.atwiki.jp/clickeridle/pages/19.html
URL https //gzgreg.github.io/DerivativeClicker/ 作者 プラットフォーム HTML(Javascript) オフライン進行 無 ゲームの流れ 1. お金を増やす 2. Mathematicianを増やす 3. リセット 4. 目指せカンスト Inventory 購入可能な建物。 一定時間ごと、あるいはボタンを一定回数クリックすることで何らかの効果を得られる。 1st Derivative 1tick毎にMoneyを生産する。 Combinatorics 1tick毎にMoneyを消費してProofを生産する。 Computer Proofで購入可能。1tick毎に多量のMoneyを生産する。 High Schooler クリックで生産される金が増加する。 Mathematician Tickの間隔が短くなる。 また、2行目以降の所持品は High Schooler:一定回数のクリックを行うごとに、一つ上にある施設を生産する それ以外:10tick毎に、一つ上にある施設を生産する という性質を持つ。 + 建物リスト 1st Derivative価格:0.1価格増加率:1.1 Combinatorics価格:25K価格増加率:1.1 Computer価格:3価格増加率:1.3 High Schooler価格:5価格増加率:1.1 Mathematician価格:1000価格増加率:1.05 2nd Derivative価格:500価格増加率:1.2 Probability価格:20M価格増加率:1.3 Assembly Line価格:20K価格増加率:1.8 Undergraduate価格:1K価格増加率:1.2 Andrew Wiles価格:100M価格増加率:1.2 3nd Derivative価格:20K価格増加率:1.3 Number Theory価格:1B価格増加率:1.8 Factory価格:1M価格増加率:2.5 Graduate Student価格:100K価格増加率:1.4 Kurt Gödel価格:10Qa価格増加率:1.5 4nd Derivative価格:1M+1K価格増加率:1.5 Calculus価格:500B価格増加率:2.5 Factory Architect価格:30M価格増加率:4.0 Postdoc価格:10M価格増加率:2.0 Bernhard Riemann価格:1Qt価格増加率:2.0 5nd Derivative価格:200M+500K価格増加率:2.0 Algebra価格:20T価格増加率:3.0 Design School価格:1B価格増加率:5.0 Research Scientist価格:10B価格増加率:2.7 Carl Gauss価格:100Sx価格増加率:3.0 6nd Derivative価格:50B+25M価格増加率:2.3 Geometry価格:10Qa価格増加率:3.5 Dean of Architecture価格:300B価格増加率:6.0 Lab Manager価格:10T価格増加率:3.2 Leonhard Euler価格:10Sp価格増加率:3.5 7nd Derivative価格:1T+1B価格増加率:2.7 Arithmetic価格:500Qa価格増加率:4.0 Chancellor価格:10T価格増加率:8.0 Research Lab価格:1Qa価格増加率:3.7 Isaac Newton価格:1Oc価格増加率:4.0 Upgrades Upgrade X Tier InventoryのX行目のアイテムの生産性を強化する。 Autoclicker 60tick毎に自動クリックを1回行う。 Click Booster 手動クリックの回数を増加させる。 Prestige リセットには「Tier」が存在する。 リセットを行うためには、そのTierのMathematician系列の建物を7.00Billion以上所持している必要がある。 リセット時、それの周回中に生産したProof、Mathematicianの数に応じて、新たにTier1通貨を獲得できる。 また、リセットのTier未満の周回通貨を、ひとつ上のTierの通貨へと変換する。 レートは「周回通貨5 = ひとつ上の周回通貨1」であるが、アップグレード「R」で変換レートを向上させることができる。 獲得した周回通貨を消費することで、アップグレードを購入することができる。 このアップグレードは一度購入すると、リセットをまたいでも消失せず、永久に効果がある。 Tier1 T(10) C(1k) B(100k) A(10M) Tier2 T(50) C(1k) B(100k) A(10M) Tier3 T(100) C(2k) B(200k) A(20M) Tier4 F(100) C(5k) B(200k) R(1B) Tier5 F(100) C(10k) B(500k) R(2B) Tier6 F(100) C(20k) B(500k) R(5B) T:上位Tierの建物を解禁する。 C:Mathematician系列の建物が、下位の建物を生産するのに必要なクリック数が減少する。 B:上位の建物が下位の建物を生産する間隔が短くなる。 A:自動クリックの間隔が短くなる。 F:建物の購入価格の増加率を軽減する。 R:通貨の変換レートを向上させる。すべて購入すると「5対1」から「2対1」までレートが向上する。 Tips 資金が10^305(プログラム上での技術的な上限)を超えると「Infinity」となり、正確な計算が不可能になる。 そうなると、その周回で得られるTier1通貨は「NaN」、実質0となる。 コメント 各Tierの周回通貨/100+1が各行の生産量倍率にかかる(10000なら101倍)ので、アップグレード購入で周回通貨を使い切ってしまうと生産量低下が重く、所持量には余裕を持たせておきたい。Tアップグレードは早めに欲しいが…。周回通貨入手量は累計基準であり、前回と同じ到達点で同量もらえるわけではないのでリカバリもしづらく注意。あとタブ切り替え時のエフェクトが邪魔なので消したい。 (2024-05-25 20 05 34) コメント
https://w.atwiki.jp/cadencii_en/pages/52.html
English 日本語 Release Note Release Date 1 Jun, 2009 Notes Cadencii requires ".NET Framework Runtime(version 2.0 or later)" and "Visual C++ Library DLLs". Installers of these rumtimes are available from the links below. .NET Framework Runtime Download .NET Framework 3.5 SP1 Visual C++ Library DLL Microsoft Visual C++ 2008 Redistributable Package (x86) Cadencii can be launched with the latest version of mono. This enable you to use Cadencii with many platforms supported by mono. (Note Several functions using VOCALOID2 VSTi are not available in this case.) Mono is available from the link mono download Download Cadencii version 2.0.1 (565KB) CadenciiSDK version 2.0 (455KB) How to get source codes Source code is available on SourceForege.JP. Please follow the instruction below for checking out the SourceForge.JP s SVN repository. svn checkout -r 216 http //svn.sourceforge.jp/svnroot/cadencii/branches/2.0 ./ These svn command is for checiking out "THIS" version of Cadencii. In order to get the latest source codes, please remove "-r" option.
https://w.atwiki.jp/taptitans2/pages/26.html
2.1の変更点 • What s in 2.1? 最大ステージ6000解放 Max stage increased to 6000! 宝箱のタイタンプロモーションを10/16まで延長(ダイヤ4800の箱) v2.0 Titan Chest Promotion extended until October 16th! スキルツリーのアップグレード時にステータスプレビューを実装 (左下に小さく"統計"(Stats)と書いてあるところを押すと出る) Skill Tree Stats Upgrade Preview スキルツリー画面から、ステータスパネルにアクセス可能に。スキルを確定しなくてもステータスに反映されるのを確認できるようになりましいた。 The stats panel is now accessible from the skill tree. Stats reflect skills that are upgraded but not yet applied/finalized, giving a preview of skill tree changes. バランス調整 Balance Tweaks 究極のミダス(Midas Ultimate)とマニマナ(Manni Maria)のスキルツリーの場所を入れ替えた。 Midas Ultimate and Manni Maria had their positions swapped in the Sorcerer Tree and were rebalanced accordingly. 戦術的なインサイト[戦術的洞察力](Tactical Insight)は全レベル帯に渡って弱体化、レベル間をなだらかにした。 Tactical Insight was significantly reduced across all levels, yet now scales more uniformly from level to level. 騎士の勇気(Knight s Valor), マスター司令官(Master Commander), ペットエボリューション(Pet Evolution) のダメージを増加 Increased Knight s Valor, Master Commander, and Pet Evolution damage upgrade values. インアクティブ時のタイタンの出演時間を 0.7っ秒 → 0.6秒 に短縮 (沈黙が早くのぼれるよ) The base delay between inactive Titan spawns was reduced from 0.7s to 0.6s. 裂ける一撃(Cleaving Strike)はダメージを少し減らした Cleaving Strike had a small damage reduction. トワイライトベール(Twilight s Viel), 幽霊船(Ghost Ship), and 影暗殺者(Shadow Assassin) はレベル毎にクリティカルダメージを増加 Twilight s Viel, Ghost Ship, and Shadow Assassin now give more Deadly Damage per level. リミットブレイク(Limit Break) はアップグレードごとにマナ上限と回復を増加 Limit Break mana capacity and mana regeneration increased per upgrade level. 炎の剣(Fire Sword) スキルはダメージを増加 (ただし後述のバグ修正によりソードマスターのダメージは減少してそう?) The Fire Sword skill tree upgrade damage increased. ライトニングバースト(Lightning Burst) のクールダウンを 30秒→25秒 に短縮 Lightning Burst cooldown was reduced to 25s from 30s. 星の目覚め(Astral Awakening) の効果時間を 25秒から30秒 に増加 Astral Awakening duration was increased to 30s from 25s. レジェンダリとレアの装備ドロップ率をそれぞれ25%増加 (1% と 10% だっけ? そうなら 1.25% と 12.5% になったのかな) Legendary and Rare equipment drop rates were both increased by 25%. ライトニングストライク(Lightning Strike) は低層でより効果的に (翻訳自信ないです) Lightning Strike now has a greater chance to trigger at lower levels. 異次元移動(Dimensional Shift) はアップグレードが低レベルのときの効果を強化しました。 Dimensional Shift is now stronger at lower upgrade levels. トーナメントの組分けのアルゴリズムを調整しました。 Tournament bracket algorithm improvements バグ修正 Bug Fixes 炎の剣の効果がソードマスターの攻撃に2重にかかっていたのを修正 Fire Sword bonus was being counted twice on Sword Master attacks. 妖精のクールダウンを 300秒→150秒に修正 The average fairy cooldown time is now correctly working at 150s (was 300s). トーナメントのマナ上限ボーナスがゲームをローディングしたときに正しく反映されるように修正 Tournament bonus mana capacity will now correctly apply when loading the game. トーナメントの組分けが意図されたように調整 Tournament brackets ranges will now correctly form (these ranges were initially much larger than intended). 議論の余地がない Champion の見た目を修正; 与えられたトーナメントが結ばれていても、ボーナス報酬が表示されていました (Google翻訳感)トーナメント報酬が単独1位のときと、同位1位のときの見た目を変えましたってこと? Undisputed Champion visual fix; the bonus reward was showing even though there were ties a given tournament. 装備品をドロップするのは最大到達階の90~99% に修正 Equipment farm range now correctly set to drop between 90% to 99% of your max stage.
https://w.atwiki.jp/cohstatsjp/pages/292.html
Vehicle Kettenkrad Contents 1 Kettenkrad Veterancy 2Tactics 3History 4Built From 4.1 Panzer Elite Headquarters 5Doctrinal Abilities 5.1 Rudimentary Repair 5.2 Kettenkrad Camouflage 5.3 Booby Traps 6Vehicle Abilities 6.1 Vehicle Cover Kettenkrad Health 90 Max Speed 7.5 Sight 55 Cost 165 Acceleration 14 Detection 30/10 Time 25 Deceleration 9 Hotkey S Population 1 Rotation 120 Target Type vehicle_22x Upkeep 2.688 Crush Human Critical Type supply_truck Crush Mode Rear Damage Enabled true Kettenkrad Veterancy [Expand][Hide] Received Damage Received Accuracy Maximum Speed Maximum Health 0.9 0.9 1.15 1.15 8 Vet-Exp Received Damage Received Accuracy Maximum Speed Maximum Health 0.95 0.95 1.05 1.15 22 Vet-Exp Received Damage Received Accuracy Maximum Speed Maximum Health 0.95 0.95 1.05 1.15 38 Vet-Exp Tactics Kettenkrads can quickly capture command points. Determined by what Doctrine you use, the Kettenkrad has many abilities that it can use. Kettenkrads are good to use if you want to spot snipers (a camouflaged Kettenkrad can spot one as well). Kettenkrads can sometimes be destroyed by US jeep. However, the US player need great skill and micro to pull it off. The doctrine choice can be discovered by looking at what kind of tools are on the back of the kettenkrad. Kettenkrads with the Camouflage ablity (Obtained through Luftwaffe tactics) can be used as a scout, similar to camouflaged snipers, or the American Air Recon Ability. Especially in smaller matches with few chokepoints, having 2 Kettenkrads is helpful for harassing enemy economy. Use them to cut off main supply sectors in 1v1 games (This tactic is extremely effective against the British, who field fewer units in the early game than Americans). History The Kettenkrad, short for Kettenkraftrad (Tracked Motorcycle), was a light utility vehicle for transport and towing. It was more mobile in off-road conditions than a motorcycle, and could tow equipment trailers and light guns such as the 3.7cm PaK36 anti-tank gun. It was also sometimes used as the main transport for motorized scout units in Panzer and Panzergrenadier divisions. Built From Panzer Elite Headquarters [Expand][Hide] Health 1500 Target Type building Cost 500 Critical Type panel_building Time 61 Hotkey Effects Deploy Pioneers and escalate Battle Phases to call in additional Reinforcements. ?ESeeStructure Panzer Elite Headquartersfor details. Doctrinal Abilities Rudimentary Repair [Expand][Hide] Cost Activation targeted Duration 0 Target tp_entity_and_squad_entity Recharge 0 Hotkey E Effects Low quality repair of a Structure or Vehicle for a nominal Resource cost. ?ESeeAbility Rudimentary Repairfor details. Kettenkrad Camouflage [Expand][Hide] Cost Activation toggle Duration 0 Target tp_any Recharge 10 Hotkey C Effects Camouflaged Units can only be detected if they engage in combat or if an Enemy unit is in close proximity. While Camouflage is active, movement speed is reduced. ?ESeeAbility Kettenkrad Camouflagefor details. Booby Traps [Expand][Hide] Cost Activation targeted Duration _ Target tp_any Recharge 25 Hotkey Y Effects Wire strategic points and ambient buildings to explode when enemies begin capturing point, or enter building. ?ESeeAbility Booby Trapsfor details. Vehicle Abilities Vehicle Cover [Expand][Hide] Cost Activation always_on Duration _ Target tp_any Recharge 0 Hotkey Effects $0 no key ?ESeeAbility Vehicle Coverfor details. Retrieved from http //coh-stats.com/Vehicle Kettenkrad
https://w.atwiki.jp/tosibee/pages/21.html
mac も lin も actD でネットワークホーム使えるが、排他制御のせいか、 漢字変換やらが異常に重くなる。 osxserver に ssh で入れるけど、finder では見れない、接続できない。それが問題ってこと? [osxserver] http //images.apple.com/jp/server/pdfs/User_Management_Admin_v10.4_j.pdf p.119 自動マウント可能なAFP共有ポイントをホームディレクトリに設定する http //ascii.jp/elem/000/000/547/547716/index-2.html シス環での管理者なら、adminのはずなのに... -- actDの管理者か? http //nemoplus.hateblo.jp/entry/20090120/1232466123 sh でのユーザ管理 - dscl https //www.apple.com/jp/training/pdf/wp_integrating_active_directory_jp.pdf p.4 OS XとActive Directoryの統合方法 -- bdc は使わず、osxserver でファイルをサーブできるはず。 http //support.apple.com/kb/HT4814?viewlocale=ja_JP Server App を使って OS X Server をリモートで管理する http //manuals.info.apple.com/MANUALS/0/MA414/ja_JP/Open_Directory_Admin_v10.5.pdf p.67 ActiveDirectoryサービスおよびOpenDirectoryのマスターと複製サービスを混在させる p.157 active directory プラグインで active directory へアクセスする。 http //support.apple.com/kb/TA21463?viewlocale=ja_JP Mac OS X 10.3.3 以降の Active Directory プラグインに対するネットワークホームの使い方 -- この方法でできるような気がするな。osxserver でafpをサーブしてactDにバインドすりゃぁ... https //discussionsjapan.apple.com/thread/10099197 Windows Server 2008 R2 SP1 ActiveDirectory でないとダメなのか。 https //discussionsjapan.apple.com/thread/10099300 直接 actD を使う場合。 http //www.moxssg.com/night_reports/apple_store_ginza_008/ 『Open Directory』とのActive Directoryの連携で必要なこと Active Directoryにアクセスするには『Open Directory』のときと同じでバージョンにより異なりますが、設定は簡単です。ただActive Directory管理ユーザとしてのユーザ名と認証が必要になります。Active Directoryの側に必要です。 http //support.apple.com/kb/PH9203?viewlocale=ja_JP Mac OS X 10.6 Server Admin サーバを Mac OS X Server PDC ドメインのメンバーとして設定する https //www.google.co.jp/search?q=osxserver+%E3%82%92+active+directory+%E3%81%AEbdc%E3%81%AB%E3%81%99%E3%82%8B ie=utf-8 oe=utf-8 aq=t rls=org.mozilla ja official hl=ja client=firefox-a これで検索。やっぱ、できないのかしら? pdc が actD のときは、osxserver を bdc にはできないみたい。 http //support.apple.com/kb/TS2691?viewlocale=ja_JP locale=ja_JP Mac OS X v10.5:Active Directory とのバインドが機能しなくなる dns の整合性、確認。 kerberosの設定ファイルも作り直す。 -- これじゃなかったか。とゆーか、フォルダの共有は問題ないってことか。 http //technet.microsoft.com/ja-jp/magazine/2008.12.linux.aspx linux から actD を使う。 このページを編集
https://w.atwiki.jp/apex/pages/13.html
Pectin Apple Pectin Powder Scientists demonstrate how Modified Citrus Pectin enhances immune function Published on August 16, 2011 at 7 01 AM · No Comments Groundbreaking research demonstrates the ability of a specific form of Modified Citrus Pectin (MCP) to greatly enhance immune function. The study found that MCP activated B-cells in a dose-dependent manner, and induced a highly significant dose-dependent activation of T-cytotoxic cells and Natural Killer (NK) cells. The NK-cell s cancer killing activity was demonstrated against live leukemia cancer cells. The study is published in the journal BMC Complementary and Alternative Medicine. The research focuses on MCP s immunostimulatory properties in human blood samples, resulting in modulation of different arms of the immune system. Immune researchers at the Dharma Biomedical LLC (Miami, FL) are excited. "The dramatic ability of MCP to activate different components of both the innate (NK-cells) and adaptive (T-cytotoxic) arms of the immune system, demonstrates that MCP can be used in a very strategic manner to support immune function, which may prove useful for a variety of immune compromised health situations," says lead researcher Dr. Steve Melnick.MCP induced an increase in B-cells, T-cytotoxic cells, and NK-cells in a dose dependant manner, meaning the higher the dosage, the greater the effect. Researchers demonstrated that MCP induced a dramatic ten-fold increase in NK-cell activation, and furthermore a significant 53.6% increase in the NK-cells functional ability to identify and destroy leukemia cancer cells. Mechanism of Action (How MCP Works) Melnick further explains, "The Modified Citrus Pectin used in this study consists of various polysaccharides that come in contact with different receptors or proteins on the membranes of immune cells. The immune cells become activated as a consequence of this very specific interaction." Melnick continues, "What I found impressive was the selectivity, and in those cases the magnitude of the effect. For example, polysaccharides derived from mushroom species are known for their immunomodulatory effect. However, in my experience, those effects are considerably lower than observed in the case of T cytotoxic and NK cell activation with this Modified Citrus Pectin." USDA scientists that co-authored the study analyzed the specific structure of this MCP. Critical Information for Optimal Immune Support There are two important aspects to the end results of this study when it comes to NK cells. The first one is how many of our NK cells, a specialized subset of T-lymphocytes that destroy infected and cancerous cells are activated by MCP. In other words, how many are awakened from their "sleep" and ready to fight harmful invaders and cancer. MCP exerted a dramatic 10 fold increase in their activation, greater than the positive control Interleukin-2 (IL-2). Additionally, once the NK cells were activated, their actual functional activity level, and specifically against cancer, was demonstrated to be statistically significant. Dr. Isaac Eliaz, study author and MCP expert says, "I have seen first-hand the transformative power of MCP in helping to fight disease and restore health. While I was recommending MCP in my clinical practice for the treatment of cancer and heavy metal toxicity, I had always known that the benefits reached far beyond what had been scientifically proven at the time. After all, many of my patients who came to me for solutions to their chronic diseases became the vibrant examples of how MCP, used as part of an integrative and holistic health program, had not just added years to peoples lives, but quality as well. Thanks to this recent landmark immune study, we now know that the powerful immune supporting actions offered by Modified Citrus Pectin represent a significant factor of this vibrant health equation." SOURCE Better Health Publishing