# Getting started with ETJump This page contains useful information about the general features of the mod. It's a good starting point for newcomers to get familiar with the mod. ```{admonition} Under construction :class: seealso This page is a work in progress. The old "Getting Started" page was split into three separate pages without much of new content. This will be filled with more information in the future. ``` --- ## Things everyone should know ### Framerate independent physics You should always have `pmove_fixed` set to **1**. This is the de-facto standard for physics calculations in ETJump. This forces the game to calculate physics at exactly **8ms** intervals, regardless of you actual framerate, ensuring consistent behavior for acceleration and jump height. ```{caution} Do not use `pmove_fixed 1` while playing other mods! It negatively affects several aspects of regular gameplay, such as bullet spread. ``` --- ### Unlimited stamina ETJump gives players access to permanent adrenaline with [`etj_nofatigue`](client/etjump_cvars.md/#etj_nofatigue) cvar, giving you unlimited stamina. This means it's not required to reapply adrenaline constantly in order to not lose stamina. --- ### Client framerate Because of `pmove_fixed 1`, your actual client framerate does not matter. It can be set to any number (though preferrably **125** or higher) without affecting gameplay. ```{note} A common historical misconception is that you should lock your FPS to either **43**, **76** or **125**, depening on which framerate is stable on your system. This is only true when you use `pmove_fixed 0`, which you should never have while playing ETJump. ``` ```{note} Setting `com_maxFPS` to **333** and disabling `pmove_fixed` gives you additional jump height. This is generally considered cheating, and might [not be allowed](server/server_cvars.md/#g_blockcheatcvars) on a server. ``` --- ### Field of View Often times your movements speed is in hundreds or thousands of units per second. Because of this, most players like to raise their `cg_fov` value from the default, for visual clarity and to reduce motion sickness. ETJump also allows you to [`change the way FOV is calculated`](client/etjump_cvars.md/#etj_realfov) in order to better support modern widescreen resolutions. --- ## Color system ETJump includes an improved color parsing system for cvars that expect color values. The following formats are supported: Format | Example value :----------------------------|:------------------------ string | white, black, green etc. normalized ` [a]` | 1.0 0.5 0.75 0.33 full ` [a]` | 255 128 191 hex color | #ff80bf, 0xff80bf There is no need to indicate in any way which type of color you're using - the mod will detect this automatically. ```{note} An RGB(A) value is considered full RGB(A) if one of the color components (R, G or B) is over **1**. Alpha defaults to **1.0** if it's excluded from a value. ``` This color system will work with any mod-sided cvar (generally anything that starts with `etj_` or `cg_`) that takes in a color as a value. ```{note} Some elements have a separate "color" and "alpha" cvars. In these cases, the alpha component is ignored on the "color" cvar parsing. Such cases are documented in the [cvar documentation](client/etjump_cvars.md). ``` --- ## Size & scale system Any cvar that expects a size or scale value for drawing accepts either one or two values. If one value is given, size/scale is applied uniformly. If two values are given, size/scale is applied individually to X/Y axes, respectively. Below is a table with some examples. Cvar | Values | Explanation :-----------------------|:--------------|:---------------------------------------------------------------- cg_crosshairSize | 32 | `cg_crosshairSize` is set to `32x32` size etj_keysSize | 32 24 | `etj_keysSize` is set to `32x24` size etj_chatScale | 0.7 0.8 | `etj_chatScale` is scaled by `0.7` on X axis and `0.8` on Y axis ```{note} Unless mentioned otherwise, all size and scale values accept floating point values. ```