Things everyone should know
You should always have
pmove_fixed set to
1. It can be simply done by typing
/pmove_fixed 1 in the console.
Pmove_fixed is an attempt to even out the jump height differences between different FPSes (frames per second). What it is doing is trying to simulate a stable 125 FPS. There is a small difference between a stable 125 FPS and
pmove_fixed "1", so you should always have
Don't use pmove_fixed 1 when playing other mods. It increases the bullet spread and makes it harder to hit targets!
You don't need to use adrenaline in ETJump thanks to this feature. Setting
etj_nofatigue 1 will give you adrenaline permanently. If you wish to do old jumps that are made to be completed without adrenaline you can turn nofatigue off by setting
You should set
com_maxFPS to either
125. While the FPS doesn't affect your trickjumping when
pmove_fixed is set to
1 it is a good idea to stabilize your frames per second. By setting
cg_drawFPS 1 you can see how well your computer performs. If your FPS is constantly over 125,
com_maxFPS should be set to
125. If higher than 76 but below 125, it should be set to
76. Same thing applies for
0actually changes the physics slightly. Most people consider this cheating and most servers have it disabled.
You can change field of view by modifying the
cg_fov cvar. By increasing it from the default value of
90 you can see a lot more around you. It doesn't affect trickjumping in any way but most people like to change it.
Position saving and loading
It is possible to save your position and later load the saved position, teleporting you back to the original saved position. To save your position, type
/save in console. To load your saved position, type
/load in console.
Binding save and load to a key
You might also want to bind the save and load to keys. By doing it you no longer need to type
/saveevery time you want to save. Binding save can be done by typing
/bind [key] savein console. Load can be bound to a key by typing
/bind [key] loadin console.
Additional save slots
There are three position slots in ETJump. To save a position to another slot just type
/save [slot]to console. Possible slots are
0is the slot that is used if no slot is defined.
Loading both view angles and position
If you want to load the view angles and position when you load, you need to set
etj_loadViewAngles 1. This is on by default. If you want to keep aiming at the same direction as before loading, set
Incase you accidently save and overwrite an important save slot, you can load the previous slot by typing
/backup [slot]in console. There are three backup slots
3. 1 is the previous saved position, 2 is the saved position before that and so on.
Teleporting to other players
ETJump let's you teleport to other players and teleport other players to you. Teleporting to other player is simple, just type
/goto [player name]. The other player must enable teleportation first. Enabling can be done by typing
/nogoto in console. The command toggles whether players can teleport to him or not.
Teleporting other player to you can be done by typing
/call [player name] in console. The other player must first enable call by typing
/nocall in console. It toggles whether players can teleport him or not.
To send a private message, type
/m [player name] [message] in console.
ETJump automatically hides players that are close to you. This way they won't block your view. If you want to always see the players, set
/etj_hide 0. If you want to adjust the distance when the players are hidden, it can be done with the cvar
If you don't want other players to see you, type
etj_hideMe 1in console.
ETJump automatically shows you the keys you press. It also shows the keys players you spectate press. This makes it easier to learn, what to press and when!
Modifying key press HUD
- Different keysets can be used with the
etj_drawKeyscvar. There are five different keysets available.
- Color of the keys can be modified with the
- Size of the keys can be modified with the
- Position can be modified using
- Shadow can be drawn using
If you want to check how fast you're going or how much speed you're gaining speedometer is just for you! There are two different speedometers:
The original ETPub-like speedometer
- Displaying just horizontal speed can be done by setting
- Changing how often the speedometer updates can be modified with the
- Changing the units can be done with the
|Units per second
|Miles per hour
|Kilometers per hour
The simple one
- Position on the X/Y-axis can be modified with
- Size of speedometer can be modified with
- Color of speedometer can be modified with
- Color of speedometer can be made to indicate acceleration with
- Transparency of speedometer can be modified with
- Text shadows can be added with
- Max speed from last load session can be displayed with
Portal gun let's you shoot portals at walls, run into portals and get teleported to the other portal. To shoot a portal, just do
/bind KEY +attack2 where KEY is the key you want to use to shoot the second portal.
If you do not want to see other people's portals, turning them is simply done by typing
/etj_viewPlayerPortals 0in console.
CHS is a feature that lets you see plenty of different interesting client related values.
There are two different CHS positions:
- To activate the one around your crosshair, do
- To activate the list-type, do
/etj_drawCHS2 1. Alternatively, value of 2 will align the text right for positioning it on the right side of the screen.
Each position has 8 configurable cvars, that let you see different things. Setting them is simple, just do
/etj_CHS1InfoX [VALUE] or
/etj_CHS2InfoX [VALUE] where X is an position (1..8) and "VALUE" is an integer from the following table.
The following list can be displayed ingame by typing
|What it shows
|player's ammo for currently selected weapon
|horizontal distance to plane
|vertical distance to plane
|true distance to plane
|true distance to plane from view point
|horizontal/vertical/true distance to plane
|horizontal/vertical/true(view) distance to plane
|world x y z location of plane
|speed along world x axis
|speed along world y axis
|speed along world z axis
|speed relative to forward
|speed relative to side
|speed relative to forward/side
|horizontal speed/speed relative to forward/side
|player's X position
|player's Y position
|player's Z position
|view X position
|view Y position
|view Z position
|player's position in the world
|player's position in the world and pitch/yaw
|view position in the world and pitch/yaw
|position x y z
|view position x y z
|angles x y z
|velocity x y z
|jump x y z
|plane angle z
|last jump speed
Overbounce detector shows you if you can overbounce by jumping to a certain platform. It also shows you which kind of overbounce is possible, do you need to jump or fall.
It is simple to use it, do
/etj_drawOB 1 and point at any platform.
There are two possible overbounce types:
- Fall overbounce. You just need to fall from the edge instead of jumping.
Overbounce detector draws an F next to your crosshair if the height is a fall overbounce height.
- Jump overbounce. You just need to jump from the edge.
Overbounce detector draws a J next to your crosshair if the height is a jump overbounce height.
CGaz strafeometer is a tool that helps you to get correct angles when you are doing gamma jumps.
There are two different CGaz' strafeometers. You can switch between them by changing the value of
etj_drawCGaz. The valus acts as a bitflag, so you can display both if you want to.
Modifying CGaz HUD
Velocity Snapping HUD
Velocity snapping HUD can be enabled with the cvar
etj_drawSnapHUD. It lets you see the zones at which all acceleration is snapped to the same value/direction. This tool is ideally combined with
etj_drawCGaz 1, to visualize the correct yaw angle for acceleration to occur. By keeping your crosshair in between the minimum angle (green line) of CGaz and the edge of the next snapzone, you will gain acceleration. The exact positioning of your crosshair doesn't matter - as long as the "in between" condition is met, acceleration occurs.
etj_drawSnapHUD accepts two values, 1 for drawing the full zones, 2 for only drawing the edges of the zones.
Upmove meter can be enabled with the cvar
etj_drawUpmoveMeter. It displays a graph (1) and/or text (2) representation of
+moveup times while jumping, or amount of time spend on ground. It displays the following information:
- Time spend on ground OR time
+moveupwas held before landing (bottom element)
- Total time
+moveupwas held (middle element)
+moveupwas held after jumping (top element)
Note that due to the fact that servers run at
sv_fps 20, this is only fully accurate while playing, because user commands are received at 50ms intervals while spectating or playing back demo instead of 8ms intervals while actually playing. Spectating someone or playing a demo will display a rough approximation.
Modifying upmove meter
Moving chat location is simple. It can be done by modifying the following cvars:
- Position on the X-axis can be modified with
- Position on the Y-axis can be modified with
- Transparency can be modified with
- Chat flags can be turned off with
- Chat size can be scaled with
Some of the standard HUD elements can be easily hidden.
- Charge bar with
- Fatigue bar with
- Health bar with
- Player's head
- Player's health
- Weapon icon with
- XP info with
- Fireteam with
- Popups with
ETJump supports transparency effect on players. You can control transparency effect using
etj_playerOpacity cvar. By enabling
etj_drawSimplePlayers, players will be drawn in single color, which you can adjust with the cvar
You can adjust camera shaking from explosives using
etj_explosivesShake 3shake from any explosions.
etj_explosivesShake 2disable cam shaking from other players explosives.
etj_explosivesShake 1disable cam shaking from own explosives.
etj_explosivesShake 0disable cam shaking from any explosions.
Clip, Trigger & Slick drawing
A recent update to ETe engine added basic support for drawing clip brushes, trigger brushes and slick surfaces. ETJump offers cvar unlockers for these features with the cvars
This will draw any clip brushes (both playerclips and weaponclips, with different color variations per clip type), trigger brushes and slick surfaces. The system is not perfect: it will hit renderer limits very quickly on maps with lots of geometry, breaks when certain types of renderer elements are on screen (for example skyportals and HUD player head), and has no awarness of gamestate, meaning any brush that is placed onto it's correct position or moved around during gamestate will be static and might appear in a wrong position.
The shaders used for drawing are constructed in place by ETe. They can however be customized with the following cvars:
ETJump provides some additional shaders that can be used for drawing. Note that using these shaders for
r_drawClipsShader will disable the distinction between different clip types.
- Identical to the built-in shader used by ETe, except it will disable culling on the shader, so looking at a clip brush for example will also draw the other side of the brush.
- Allows setting 3 different transparency levels, 1 being most opaque (equivalent to the built-in shader), as well as 6 different colors (red, green, blue, yellow, magenta, cyan). For example,
tcRenderShader2cwould be a medium tranparency (2) shader with cyan (c) color.
Note that since this feature is built into ETe engine and we merely provide cvar unlockers, ETJump has no real control over it's development. Keep an eye out for ETe updates for possible improvements and fixes!
ETJump includes an improved color parsing system for cvars that expect color values. The following formats are supported:
|white, black, green
|1.0 0.5 0.75 0.33
|255 128 191 62
- For RGB(A) value to be considered true RGB(A), at least one value must be over 1.
- RGB(A) values must be put inside quotes (eg.
etj_speedColor "1.0 0.0 1.0") when using ET 2.60b.
- Omitting alpha value while using RGB(A) strings will default it to 1.0.
This color system will work with any ETJump or ETMain cgame cvar, with the exception of
etj_simplePlayersColor which doesn't support setting alpha (set via
etj_playerOpacity cvar instead).