The following non-standard maps occasionally appear in rotation. Download them here to avoid waiting on map switch:
Together with a 3rd-party build of ioq3 for Urban Terror, this script provides a wealth of more efficient controls for statefully managing weapons, zooming, and movement. Examples include toggles for crouching, walking, and sprinting, providing next/previous weapons in a reliable order, press-and-hold zoom with pseudo iron-sights for non-zoomable weapons (minimum FOV and lowered mouse sensitivity), and auto-returning to last selected weapon after a grenade toss. Network/video/audio/input tweaks are also included along with any other noteworthy settings, which should be adjusted to taste. (All binds and config are at the bottom, with comments describing the commands.)
// (1) +vstr support requires special build of ioq3: http://bit.ly/hPD2ad // (2) feature referencing this requires a special build of ioq3 (same as above) // http://forums.pugbot.com/index.php?topic=862 for successor to abandoned (1) set noop "" // FOV and sensitivity adjustments: // (pitch and yaw are reduced for more precise adjustments here) set fov_z "set cg_fov 65; sensitivity 22" set fov_c "set cg_fov 95; sensitivity 32" set fov_w "set cg_fov 100; sensitivity 32" set fov_r "set cg_fov 105; sensitivity 40" set fov_s "set cg_fov 110; sensitivity 40" // handle crosshair color cycling set cc_opt "vstr noop" // enable auto-cycling (cc=spam color changes, noop=disable) set cc_1 "set cg_crosshairRGB 0.0 0.3 0.3 1.0; set cc vstr cc_2" // (teal) set cc_2 "set cg_crosshairRGB 0.0 1.0 0.0 1.0; set cc vstr cc_3" // (green) set cc_3 "set cg_crosshairRGB 0.3 0.0 0.3 1.0; set cc vstr cc_4" // (pink) set cc_4 "set cg_crosshairRGB 1.0 1.0 0.0 1.0; set cc vstr cc_1" // (yellow) // alternate cycle //set cc_1 "set cg_crosshairRGB 1.0 0.5 0.5 0.9; set cc vstr cc_2" // (red) //set cc_2 "set cg_crosshairRGB 0.0 1.0 1.0 0.8; set cc vstr cc_3" // (teal) //set cc_3 "set cg_crosshairRGB 0.5 0.5 1.0 0.9; set cc vstr cc_4" // (blue) //set cc_4 "set cg_crosshairRGB 0.0 1.0 0.0 0.8; set cc vstr cc_5" // (green) //set cc_5 "set cg_crosshairRGB 1.0 0.0 1.0 0.8; set cc vstr cc_6" // (pink) //set cc_6 "set cg_crosshairRGB 1.0 1.0 0.0 0.8; set cc vstr cc_1" // (yellow) vstr cc_2 // handle crouch/run/walk/sprint/jump: // Note: "sret" is a stepping stone that "returns to last (not sprinting) mode." // "cret" is a stepping stone that "returns to last (not crouching/sprinting) mode." // "fov_uz" tracks the current unzoomed fov state for application on unzoom // "fov_zset" applies the unzoomed fov state if not zoomed, the zoomed fov state otherwise set sret "vstr sr" set cret "vstr cr" set fov_uz "vstr fov_r" set fov_zset "vstr fov_uz" set state_c "vstr cc_opt; vstr static_c; vstr dnamic_c; set jump vstr cj; set jend vstr jc; vstr fov_zset; set sret vstr sc; ut_echo CROUCHED" set static_c "set crouch vstr cr; set run vstr cr; set runwlk vstr cr; set sprintrun vstr cs; set sprint vstr cs; set walk vstr cw" set dnamic_c "set faster vstr cw; set slower vstr cw; set sneak vstr cw; set qsprint vstr cs; set qcrouch vstr cret; set fov_uz vstr fov_c" set state_w "vstr cc_opt; vstr static_w; vstr dnamic_w; set jump vstr wj; set jend vstr jw; vstr fov_zset; set sret vstr sw; set cret vstr cw; ut_echo WALKING" set static_w "set crouch vstr wc; set run vstr wr; set runwlk vstr wr; set sprintrun vstr ws; set sprint vstr ws; set walk vstr wr" set dnamic_w "set faster vstr wr; set slower vstr wc; set sneak vstr wc; set qsprint vstr ws; set qcrouch vstr wc; set fov_uz vstr fov_w" set state_r "vstr cc_opt; vstr static_r; vstr dnamic_r; set jump vstr rj; set jend vstr jr; vstr fov_zset; set sret vstr sr; set cret vstr cr; ut_echo RUNNING" set static_r "set crouch vstr rc; set run vstr noop; set runwlk vstr rw; set sprintrun vstr rs; set sprint vstr rs; set walk vstr rw" set dnamic_r "set faster vstr rs; set slower vstr rw; set sneak vstr wc; set qsprint vstr rs; set qcrouch vstr rc; set fov_uz vstr fov_r" set state_s "vstr cc_opt; vstr static_s; vstr dnamic_s; set jump vstr sj; set jend vstr js; vstr fov_zset; ut_echo SPRINTING" set static_s "set crouch vstr sc; set run vstr sr; set runwlk vstr sr; set sprintrun vstr sr; set sprint vstr noop; set walk vstr sw" set dnamic_s "set faster vstr sr; set slower vstr sr; set sneak vstr sc; set qsprint vstr sret; set qcrouch vstr sc; set fov_uz vstr fov_s" // movement state transitions: set rc "+movedown; vstr state_c" //running-to-crouching set rw "+speed; vstr state_w" //running-to-walking set rs "+button8; vstr state_s" //running-to-sprinting set cw "-movedown; +speed; vstr state_w" //crouching-to-walking set cr "-movedown; vstr state_r" //crouching-to-running set cs "-movedown; +button8; vstr state_s" //crouching-to-sprinting set wc "-speed; +movedown; vstr state_c" //walking-to-crouching set wr "-speed; vstr state_r" //walking-to-running set ws "-speed; +button8; vstr state_s" //walking-to-sprinting set sc "-button8; +movedown; vstr state_c" //sprinting-to-crouching set sw "-button8; +speed; vstr state_w" //sprinting-to-walking set sr "-button8; vstr state_r" //sprinting-to-running set cj "vstr run; vstr rj;" //begin jump while crouching set wj "vstr run; vstr rj;" //begin jump while walking set rj "+button8; vstr sj" //begin jump while running set sj "+moveup; wait 1; +moveup" //begin jump while sprinting set jump "vstr rj" //begin jump set jc "vstr cc_opt; +movedown; -button8; -moveup" //end jump while crouching set jw "vstr cc_opt; +speed; -button8; -moveup" //end jump while walking set jr "vstr cc_opt; -button8; -moveup" //end jump while running set js "vstr cc_opt; -moveup" //end jump while sprinting set jend "vstr jr" //end jump // commands at default states set faster "vstr rs" // move faster (by one state) set slower "vstr rw" // move slower (by one state) set sneak "vstr rc" // toggle crouch-run set qsprint "vstr rs" // toggle sprint-previous (run/walk/crouch) set sprintrun "vstr rs" // toggle sprint-run set sprint "vstr rs" // sprint (ensure) set qcrouch "vstr rc" // toggle crouch-previous (run/walk) set crouch "vstr rc" // toggle crouch-run set walk "vstr rw" // toggle walk-run set run "vstr noop" // ensure running set runwlk "vstr rw" // toggle run-walk //---------------------------------------------- // handle zooming and weapon selection // new knife/grenade/lastweapon toggle: // if knife selected (wp_k), wret+gtoggle (so we get wret effect if no grenade) // if grenade selected (wp_g), wret // if other selected (wp_z, wp_p, wp_s, wp_t, wp_b), ktoggle seta cg_zoomWrap "0" // weapon order (in w_ priorities, p=primary, s=secondary, t=sidearm) set post_p "vstr w_pts" set prev_p "vstr w_tsp" set post_t "vstr w_pts" set prev_t "vstr w_stp" set post_s "vstr w_tps" set prev_s "vstr w_stp" // ensure zoom mode is unzoomed when reloading, and start healing first (since we can reload while healing) set w_reload "+button6; wait 5; -button6; +button6; wait 5; -button6; +button6; wait 5; +button5; vstr zNot; -button6" set w_rstop "-button5;" // states: // Note: "wret" is a stepping stone that "returns to last weapon (firearm)" // Note: "wsret" is a stepping stone that returns to last weapon /state/ (i.e. after being in zoomed state) // Using it saves us from adding several factors' worth of states (such as "grenade after x" and "knife after x") // gNot ensures a grenade is NOT selected. Using on releasing fire auto-returns to (the correct) weapon shortly after throwing just one. // make firing a grenade auto-return to weapon, but only when shooting unzoomed // (otherwise, false corrections cause loss of zoom during a firefight) set fire "vstr cc_opt; +attack" set unfire vstr "unfire_unzoom" set unfire_zoomed "-attack;" set unfire_unzoom "-attack; wait 1; wait 1; vstr gNot" set wp_z "vstr cc_opt; set zNot vstr z_0; set ztoggle vstr z_0; set mup vstr zoom_up; set mdn vstr zoom_dn; vstr fov_z; set fov_zset vstr fov_z; set unfire vstr unfire_zoomed" set wp_p "vstr cc_opt; vstr tp0; vstr tp1; vstr tp2; set fov_zset vstr fov_uz; set wsret vstr wp_p; ut_echo PRIMARY" set tp0 "set mup vstr post_p; set mdn vstr prev_p; set wret vstr w_p; set zNot vstr noop" set tp1 "set ktoggle vstr w_k; set gtoggle vstr w_g; set stoggle vstr w_gs; set ttoggle vstr w_k" set tp2 "set btoggle vstr w_b; set ztoggle vstr z_1; vstr fov_uz; set unfire vstr unfire_unzoom; set gNot vstr noop" set wp_s "vstr cc_opt; vstr ts0; vstr tp1; vstr tp2; set fov_zset vstr fov_uz; set wsret vstr wp_s; ut_echo SECONDARY" set ts0 "set mup vstr post_s; set mdn vstr prev_s; set wret vstr w_s; set zNot vstr noop" set ts1 "set ktoggle vstr w_k; set gtoggle vstr w_g; set stoggle vstr w_gs; set ttoggle vstr w_k" set ts2 "set btoggle vstr w_b; set ztoggle vstr z_1; vstr fov_uz; set unfire vstr unfire_unzoom; set gNot vstr noop" set wp_t "vstr cc_opt; vstr tt0; vstr tt1; vstr tt2; set fov_zset vstr fov_uz; set wsret vstr wp_t; ut_echo SIDEARM" set tt0 "set mup vstr post_t; set mdn vstr prev_t; set wret vstr w_t; set zNot vstr noop" set tt1 "set ktoggle vstr w_k; set gtoggle vstr w_g; set stoggle vstr w_gs; set ttoggle vstr w_k" set tt2 "set btoggle vstr w_b; set ztoggle vstr z_1; vstr fov_uz; set unfire vstr unfire_unzoom; set gNot vstr noop" set wp_g "vstr cc_opt; vstr tg0; vstr tg1; vstr tg2; set fov_zset vstr fov_uz; set wsret vstr wp_g; ut_echo GRENADE" set tg0 "set mup vstr g_n; set mdn vstr g_p; set zNot vstr noop" set tg1 "set ktoggle vstr w_k; set gtoggle vstr wret; set stoggle vstr wret; set ttoggle vstr wret" set tg2 "set btoggle vstr w_b; set ztoggle vstr z_1; vstr fov_uz; set unfire vstr unfire_unzoom; set gNot vstr wret" set wp_k "vstr cc_opt; vstr tk0; vstr tk1; vstr tk2; set fov_zset vstr fov_uz; set wsret vstr wp_k; ut_echo KNIFE" set tk0 "set mup vstr k_n; set mdn vstr k_p; set zNot vstr noop" set tk1 "set ktoggle vstr wret; set gtoggle vstr w_g; set stoggle vstr w_gs; set ttoggle vstr w_g" set tk2 "set btoggle vstr w_b; set ztoggle vstr z_1; vstr fov_uz; set unfire vstr unfire_unzoom; set gNot vstr noop" set wp_b "vstr cc_opt; vstr tb1; vstr tb2; set mup vstr b_n; set mdn vstr b_p; set wsret vstr wp_b; ut_echo BOMB" set tb1 "set ktoggle vstr w_k; set gtoggle vstr w_g; set stoggle vstr w_gs; set ttoggle vstr w_k" set tb2 "set btoggle vstr wret; set ztoggle vstr z_1; vstr fov_uz; set unfire vstr unfire_unzoom; set gNot vstr noop; set zNot vstr noop" set gNot "vstr wret" // ensure no grenade selected (for single-shot and correct return) // zoom memory: set z0up "ut_zoomin; set zret vstr zr1; set zoom_up vstr z1up; set zoom_dn vstr z1dn; vstr wp_z; ut_echo 1x ZOOM" set z1up "ut_zoomin; set zret vstr zr2; set zoom_up vstr z2up; set zoom_dn vstr z2dn; vstr wp_z; ut_echo 2x ZOOM" set z2up "ut_zoomin; set zret vstr zr3; set zoom_up vstr z2up; set zoom_dn vstr z3dn; vstr wp_z; ut_echo 3x ZOOM" set z1dn "ut_zoomreset; vstr fov_uz; set zret vstr zr1; set zoom_up vstr z_1; set zoom_dn vstr wret" set z2dn "ut_zoomout; set zret vstr zr1; set zoom_up vstr z1up; set zoom_dn vstr z1dn; vstr wp_z; ut_echo 1x ZOOM" set z3dn "ut_zoomout; set zret vstr zr2; set zoom_up vstr z2up; set zoom_dn vstr z2dn; vstr wp_z; ut_echo 2x ZOOM" set zr0 "ut_echo ZOOM MODE, UNZOOMED" set zr1 "set zoom_up vstr z1up; set zoom_dn vstr z1dn; vstr wp_z; ut_zoomin; ut_echo 1x ZOOM" set zr2 "set zoom_up vstr z2up; set zoom_dn vstr z2dn; vstr wp_z; ut_zoomin; ut_zoomin; ut_echo 2x ZOOM" set zr3 "set zoom_up vstr z2up; set zoom_dn vstr z3dn; vstr wp_z; ut_zoomin; ut_zoomin; ut_zoomin; ut_echo 3x ZOOM" // zoom transitions: set zNot "vstr z_0" // ensure unzoomed (for reload) set z_0 "ut_zoomreset; vstr wsret" //zoom-to-weapon set z_1 "vstr zret" //weapon-to-zoom // weapon/grenade selectors (with guaranteed stop reloading/healing--if possible): set w_pts "-button 5; -button6; ut_weaptoggle secondary; ut_weaptoggle sidearm; ut_weaptoggle primary; vstr wp_p" //select primary (fallback sidearm/secondary) set w_pst "-button 5; -button6; ut_weaptoggle sidearm; ut_weaptoggle secondary; ut_weaptoggle primary; vstr wp_p" //select primary (fallback secondary/sidearm) set w_tsp "-button 5; -button6; ut_weaptoggle primary; ut_weaptoggle secondary; ut_weaptoggle sidearm; vstr wp_t" //select sidearm (fallback secondary/primary) set w_tps "-button 5; -button6; ut_weaptoggle secondary; ut_weaptoggle primary; ut_weaptoggle sidearm; vstr wp_t" //select sidearm (fallback primary/secondary) set w_stp "-button 5; -button6; ut_weaptoggle primary; ut_weaptoggle sidearm; ut_weaptoggle secondary; vstr wp_s" //select secondary (fallback sidearm/primary) set w_spt "-button 5; -button6; ut_weaptoggle sidearm; ut_weaptoggle primary; ut_weaptoggle secondary; vstr wp_s" //select secondary (fallback primary/sidearm) set w_pt "-button 5; -button6; ut_weaptoggle sidearm; ut_weaptoggle primary; vstr wp_p" //select primary (fallback sidearm) set w_ps "-button 5; -button6; ut_weaptoggle secondary; ut_weaptoggle primary; vstr wp_p" //select primary (fallback secondary) set w_ts "-button 5; -button6; ut_weaptoggle secondary; ut_weaptoggle sidearm; vstr wp_t" //select sidearm (fallback secondary) set w_tp "-button 5; -button6; ut_weaptoggle primary; ut_weaptoggle sidearm; vstr wp_t" //select sidearm (fallback primary) set w_st "-button 5; -button6; ut_weaptoggle sidearm; ut_weaptoggle secondary; vstr wp_s" //select secondary (fallback sidearm) set w_sp "-button 5; -button6; ut_weaptoggle primary; ut_weaptoggle secondary; vstr wp_s" //select secondary (fallback primary) set w_p "vstr w_pst" set w_t "vstr w_tsp" set w_s "vstr w_spt" set w_g "-button 5; -button6; vstr wret; weapon 11; vstr wp_g" //select grenade (HE) set w_gs "-button 5; -button6; vstr wret; weapon 13; vstr wp_g" //select grenade (smoke) set g_n "vstr wret; vstr mup" //grenade-to-nextw set g_p "vstr wret; vstr mdn" //grenade-to-prevw set w_k "-button 5; -button6; ut_weaptoggle knife; vstr wp_k" //select knife set k_n "vstr wret; vstr mup" //knife-to-nextw set k_p "vstr wret; vstr mdn" //knife-to-prevw set w_b "-button 5; -button6; ut_weaptoggle bomb; vstr wp_b" //select bomb set b_n "vstr wret; vstr mup" //bomb-to-nextw set b_p "vstr wret; vstr mdn" //bomb-to-prevw // Not very good because current input is locked during the sequence, lasting ~2 seconds. //set gtoss "ut_weaptoggle grenade; wait 70; +attack; -attack; wait 110; vstr wret" //set ktoss "ut_weaptoggle knife; wait 70; +attack; -attack; wait 60; vstr wret" // (re)set all states and command toggles to default (running, holding primary, unzoomed, last zoom level 1x) set state_reset "ut_zoomreset; set fov_zset fov_uz; vstr run; vstr w_p; set zNot vstr z_0; set zret vstr z0up; set wsret vstr wp_p" vstr state_reset //---------------------------------------------- // handle demo recording seta record_demo "vstr record_demo_start" seta record_demo_start "set record_demo vstr record_demo_stop; stoprecord; recorddemo; wait 15; ut_echo Demo Status: ^6RECORDING;" seta record_demo_stop "set record_demo vstr record_demo_start; stoprecord; wait 15; ut_echo Demo Status: ^6STOPPED;" bind F12 "vstr record_demo" //---------------------------------------------- // binds bind c "vstr cc" bind 1 "vstr w_k" bind 2 "vstr w_g" bind 3 "vstr w_t" bind 4 "vstr w_s" bind 5 "vstr w_p" bind 6 "vstr w_b" //bind KP_UPARROW "vstr faster" //higher movement state //bind KP_HOME "vstr slower" //lower movement state bind MWHEELUP "vstr mup" //next weapon/zoom up bind MWHEELDOWN "vstr mdn" //previous weapon/zoom down bind BACKSPACE "vstr stoggle" //toggle smoke grenade/last firearm bind DEL "vstr gtoggle" //toggle HE grenade/last firearm bind g "vstr gtoggle" //toggle HE grenade/last firearm //bind DEL "vstr ttoggle" //toggle knife/HE/last firearm bind INS "vstr ktoggle" //toggle knife/last firearm bind k "vstr ktoggle" //toggle knife/last firearm bind HOME "vstr btoggle; ut_itemdrop flag" //toggle bomb/last firearm, drop flag bind PGUP "ut_useitem" //use item bind PGDN "+button6" //heal bind END "+button7" //interact (doors) bind MOUSE1 "+vstr fire unfire" // shoot //bind MOUSE2 "vstr ztoggle" //toggle zoom bind MOUSE2 "+vstr ztoggle zNot" //hold-to-zoom, works better and faster, but requires +vstr support (1) //bind SHIFT "vstr qsprint" //toggle sprint-previous(run/walk/crouch) //bind SHIFT "vstr sprint" //sprint (always) bind SHIFT "vstr sprintrun" //toggle sprint-run bind CTRL "vstr runwlk" // toggle run-walk bind KP_END "vstr sneak" //toggle crouch-walk //bind KP_END "vstr qcrouch" //toggle crouch-previous(run/walk) //bind KP_END "vstr crouch" //toggle crouch-run bind KP_LEFTARROW "team s" //spectate //bind KP_INS "vstr jump; vstr jend" //jump, doesn't register if pressed while not in contact with ground bind KP_INS "+vstr jump jend" //jump, works best this way, but requires +vstr support (1) //bind SHIFT "+vstr sprint sret" //hold-to-sprint, requires +vstr support (1) bind ENTER "vstr state_reset" //resync scripted state with true state (deals with respawning issues) bind r "+vstr w_reload w_rstop" //heal and reload, with zoom reset (1) bind h "ut_radio 3 3 I don't feel too good, Doc." bind j "ut_radio 9 9 Thanks" // 1=sidearm, 2=primary, 3=secondary, 4=grenade, 5=item1, 6=item2, 7=item3. // Beretta=F, Deagle=G // SPAS=H, MP5=I, UMP=J // HK69=K, LR300=L, G36=M, PSG=N, SR8=Z, AK47=a, Negev=c, M4=e // HE=O, Smoke=Q // Vest=R, Goggles=S, Medkit=T, Silencer=U, Laser=V, Helmet=W, Ammo=X bind KP_HOME "ui_selectteam" bind KP_UPARROW "ui_selectgear" bind KP_MINUS "set gear GZJAWRA; vstr state_reset; ut_echo EQUIP SR8 (ump)" bind KP_STAR "set gear FNAAWRU; vstr state_reset; ut_echo EQUIP PSG-1 (silencer)" bind KP_PGUP "set gear GMAAWRU; vstr state_reset; ut_echo EQUIP G36 (silencer)" bind KP_PLUS "gear GaAAWRU; vstr state_reset; ut_echo EQUIP AK103 (silencer)" bind KP_RIGHTARROW "gear GaAAWRV; vstr state_reset; ut_echo EQUIP AK103 (laser)" bind KP_PGDN "set gear GeAAVRU; vstr state_reset; ut_echo EQUIP M4A1 (silencer+laser)" bind KP_DEL "set gear GLAAWRU; vstr state_reset; ut_echo EQUIP LR300 (silencer)" bind [ "ut_itemprev" bind ] "ut_itemnext" bind = "ut_itemuse" //toggle selected item bind - "ut_itemdrop" bind \ "ut_weapdrop" bind n "tell HonoredMule !nextmap" //---------------------------------------------- // OTHER SETTINGS // mouse vstr sens_reg seta cl_mouseAccel "0" seta m_yaw "0.0007" seta m_pitch "-0.0008" seta zoomsensitivity 0.8 // requires (2) seta cl_guidServerUniq "1" // don't use server IP in client GUID, requires (2) seta cg_scopering 2 // menu only chooses 0 (off) or 1 (sr8+psg only) // HUD cg_mappos 4 cg_mapsize 160 cg_mapalpha 0.75 //cg_speedo 1 cg_drawteamoverlay 3 // player list 1=on 2=allies 3=counts 0=off bind KP_5 "seta cg_drawteamoverlay 1" bind KP_DOWNARROW "seta cg_drawteamoverlay 3" //seta cg_crosshairRGB "0.0 1.0 0.0 1.0" // crosshair color (green) seta cg_scopeRGB "0.2 0.4 0.2 0.8" // scope crosshair color (dk green) seta cg_crosshairsize 12 seta cl_drawclock 1 cg_gunsize 1 // smaller gun // character funblue foo funred foo seta cg_rgb 40 100 40 // armband color // audio, using (2) seta s_useikalizer 1 seta s_useopenal 0 seta cg_hitsound 1 seta s_musicvolume 0 seta cg_novoicechats 1 // video seta r_simpleshaders 1 seta r_swapinterval 0 seta cg_fov 110 seta r_gamma 1.0 seta r_picmip 0 //0 best, 2 worst seta cg_shadows 2 seta r_ext_texture_filter_anisotropic 1 seta r_ext_max_anistropy 4 seta r_ext_multitexture 1 seta r_detailtextures 1 seta r_texturemode GL_LINEAR_MIPMAP_LINEAR seta r_ext_compiled_vertex_array 1 seta r_dynamiclight 0 seta r_vertextLight 0 seta r_simpleMipMaps 0 // server seta password "censored" seta rconpassword "censored" // network seta cg_lagometer 1 seta cg_drawfps 1 //seta ut_timenudge 10 seta cg_smoothclients 0 // no prediction //seta cl_maxpackets 42 //seta com_maxfps 126 //seta rate 25000 //seta cl_packetdup 2 // 1 to 3 //seta ut_timenudge 5 // Special changes supported only by SACC+Mitsu version: seta ikalizer_ChannelMode 0x21 // 20=stereo, 21=headphones, 61=5.1 surround seta ikalizer_SamplingRate 48000 //Hz seta ikalizer_EnableSMP 1 // multi-processing for audio seta sacc_maxpackets 125 // 30-125 seta sacc_packetdup 1 // 0-3 seta sacc_rate 40000 seta com_maxfps 125 seta com_hunkmegs 384 // 1.5x seta com_soundmegs 16 // 2x seta com_zonemegs 48 // 2x
Honoredsoft.com's UrT server uses custom teamspeak3 team channel management and xlrstats-based team (auto)balancing and (auto)shuffling plugins for B3. These are small patches on the most gaping leaks in B3 functionality, but I am considering a more substantial overhaul of the core and popular functionality, most notably including robust map rotation with bounds on appropriate player counts, random selection influenced by player ratings and time since last played, gametype cycling, and no limit on number of unique configuration entries per map/gametype.