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.
Under construction
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
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 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
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 |
1.0 0.5 0.75 0.33 |
full |
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.