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Config & Settings

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Source Video: Config/Settings | CTF Holocron #1 by Xennito
Reference Documentation: Newmod Documentation • JA CTF

While no single console command or .cfg file will automatically make you a top-tier player, configuring your Newmod client properly improves visibility, reduces visual clutter, and makes aiming and awareness much more consistent.

Below is a categorized breakdown of the recommended console variables (cvars) and settings covered in CTF Holocron #1, along with what each setting does and why it is useful.

Quick-Copy Config Snippet

You can test these commands in the console (opened with ` / ~ or Shift + Esc) or add your preferred values to your autoexec.cfg:

// HUD & Interface
seta cg_drawRadar "0"
seta cg_hudFiles "1"
seta cg_drawFPS "1"
seta cg_drawTeamOverlay "4"
seta cg_lagometer "1"
seta cg_drawCarrier "2"
seta cg_weaponCycleAmmo "1"

// Display, Camera & Performance
seta cg_fov "110"
seta cg_widescreen "1"
seta com_maxfps "250"
seta r_gamma "2.8"
seta cg_smoothMovement "1"
seta cg_weather "0"
seta r_fastsky "1"
seta cg_renderToTextureFX "0"

// Crosshair & Scope
seta cg_drawScope "0"
seta cg_crosshairSize "35"
seta cg_drawCrosshair "ql25"
seta cg_crosshairColor "idle=yellow"
seta cg_crosshairNameTime "full=0"

// Visibility, Items & Models
seta cg_saberTrail "0"
seta cg_speedTrail "0"
seta cg_simpleItems "-1"
seta cg_droppedWeapons "3"
seta cg_droppedFlags "3"
seta cg_absorbShader "ally=a,bisque enemy=0"
seta cg_forceModel "ally=reborn enemy=cultist"
seta cg_thirdPersonAlpha "0.05"
seta cg_thirdPersonFlagAlpha "0.03"
seta cg_disruptor "mainTime=500 altTime=1000"

// Audio
seta cg_jumpSounds "2"
seta cg_ambientSounds "0"
seta cg_matchStartSpam "0"
seta cg_chargeSounds "1"

// Gameplay & Network
seta cg_autoswitch "0"
seta cg_unlagged "2"

1. HUD & Interface Settings

Command Recommended Value Purpose & Notes
/cg_drawRadar 0 Disables the top-right radar overlay to free up screen space. Keep it on if you actively use the radar, or set to 0 for a cleaner view.
/cg_hudFiles 1 Switches from the bulky default graphical HUD to the compact text-based HUD, taking up far less screen space.
/cg_drawFPS 1 Displays your current frames per second in the top-right corner so you can monitor performance stability.
/cg_drawTeamOverlay 4 (or 3) Enables the team status overlay showing teammates' health, armor, Force alignment, and location. Value 4 uses the classic style while hiding yourself from the list (3 includes yourself).
/cg_lagometer 1 Displays a network graph showing connection stability and ping fluctuations.
/cg_drawCarrier 2 Enabled by default in Newmod. Displays the allied Flag Carrier's health, Force, armor, and location at the bottom of your screen—critical for CTF team awareness.
/cg_weaponCycleAmmo 1 Shows remaining ammo counts directly alongside weapons when cycling through your weapon bar.
Removing the radar (/cg_drawRadar 0) and switching to the compact text HUD (/cg_hudFiles 1) to free up screen space.

2. Camera, Field of View & Frame Rate

Field of View (cg_fov & cg_widescreen)

  • /cg_fov 110 (Default: 80, Base JKA max: 97, Popular CTF range: 110–120)
  • /cg_widescreen 1
  • Why they go together: cg_widescreen 1 adjusts the camera aspect ratio for modern monitors and shifts the camera perspective noticeably. Always evaluate cg_fov alongside cg_widescreen 1 so you are comparing apples to apples. A higher FOV increases peripheral awareness, while a slightly lower FOV makes targets appear larger.
Expanding peripheral vision from the default 80 FOV to /cg_fov 110 paired with /cg_widescreen 1.

Frame Rate (com_maxfps)

  • /com_maxfps 250
  • Why it matters: Historically, Jedi Academy had framerate-dependent physics, making specific FPS caps mandatory. On modern Newmod servers, physics are framerate-independent, so you can set this to whatever stable framerate your PC achieves (250, 333, or 500; if 250 isn't stable, use 125).

Brightness (r_gamma) & Smooth Movement (cg_smoothMovement)

  • /r_gamma 2.8 — Adjusts in-game brightness so dark corridors and player models are easy to spot. Tune to your monitor.
  • /cg_smoothMovement 1 — Smooths out third-person camera jitter at high speeds or when falling.

3. Crosshair & Scope Customization

  • /cg_drawScope 0 (Crosshair Scope): Removes the black binocular scope overlay when zooming in with the Disruptor, keeping only your normal crosshair on screen. This gives you an unobstructed view and maintains visual consistency between zoomed and unzoomed aiming.
  • /cg_drawCrosshair ql25 & /cg_crosshairSize 35: Newmod bundles custom crosshairs (dot, dan, and Quake Live crosshairs ql1 through ql29). Using a small, simple dot (such as ql25 at size 35) prevents the crosshair from obscuring distant targets.
  • /cg_crosshairColor idle=yellow: Sets a high-contrast crosshair color that stands out across most map textures.
  • /cg_crosshairNameTime full=0: Controls how long an enemy's name lingers after your crosshair leaves their model. Setting full=0 (often paired with fade=0) makes the enemy name appear only at the exact moment your crosshair is directly on them, providing instant visual feedback when scanning or tracking.
Using /cg_drawScope 0 for an unobstructed Disruptor zoom alongside a small yellow dot crosshair (/cg_drawCrosshair ql25).

4. Visual Clarity, Pickups & Shaders

Removing Trail Clutter

  • /cg_saberTrail 0: Disables the glowing blur trail behind lightsaber swings.
  • /cg_speedTrail 0: Disables the blurred trail behind players using Force Speed (already 0 by default in Newmod, though 1 in base JKA), making enemy movement cleaner to read.

2D Simple Items & Dropped Pickups

  • /cg_simpleItems -1: Replaces 3D bobbing/rotating pickups (ammo, health, shields, weapons, flags) with flat 2D icons.
    • Tactical Advantage: From across a map, 3D ammo packs are tiny and difficult to spot. 2D simple icons scale cleanly and let you see at a glance from long range whether sniper, rocket, or repeater ammo spawns are available.
  • /cg_droppedWeapons & /cg_droppedFlags:
    • 3D dropped weapons and 3D dropped flags resting on the ground can blend into the floor or clip partially into walls, making them hard to see in chaotic fights.
    • You can independently force dropped weapons and flags to use 2D simple icons (3) or upright/floating 3D models (1) even if you prefer 3D models for standard map pickups.
Comparing standard 3D item models against /cg_simpleItems -1, which makes distant ammo spawns and dropped weapons immediately visible.

Force Power Shaders

  • /cg_absorbShader "ally=a,bisque enemy=0": Newmod lets you customize the shader style and color for Force powers (cg_absorbShader, cg_protectShader, cg_rageShader, cg_senseShader, cg_electrocutionShader). Distinguishing allied vs. enemy Absorb (for example, setting allied Absorb to bisque instead of default dark blue) helps you instantly recognize whether a player has Absorb or Protect active.

Disruptor Beam Duration

  • /cg_disruptor "mainTime=500 altTime=1000": Customizes the visual lifetime (in milliseconds) of primary and secondary Disruptor beams (defaults are 150 and 175). Extending the beam duration makes it easier to trace enemy sniper shots back to the shooter's position and gives you a clear reference of where your own last shot landed.
Extending Disruptor beam visibility (/cg_disruptor "mainTime=500 altTime=1000") to make sniper trails easier to trace.

Map Environment & Effects

  • /cg_weather 0: Disables map fog, rain, and snow for clear long-range sightlines.
  • /r_fastsky 1: Renders a solid, uniform skybox (originally a performance setting, now prized for visual consistency across maps).
  • /cg_renderToTextureFX 0: Disables the heavy screen-warping distortion effect on Force Push/Pull and explosions, replacing it with a clean, non-distorting visual effect.

5. Player Models & Transparency

Forcing Player Models (cg_forceModel)

Newmod's /cg_forceModel cvar supports forcing specific models—or pools of models—for allies and enemies. There are two main philosophies:

  1. Single Uniform Enemy Model (e.g., /cg_forceModel "ally=reborn enemy=cultist"):
    • Pros: Eliminates visual variation across enemies so every opponent has the exact same silhouette and animation profile, helping build consistent aim muscle memory.
    • Cons: You cannot tell which specific enemy player (or role) you are looking at by model alone—you must rely on hovering your crosshair for their name, reading their movement/saber style, or context clues.
  2. Model Pool / Role-Specific Models (Recommended for Most Players):
    • Pros: By assigning a small pool of clean models (e.g., comma-separated model names) or position-specific models, every player in a match gets a distinct model. Within a few minutes of a match, your brain associates each model with a specific player and CTF role (e.g., spotting the enemy Base Defender grabbing your flag).
    • Model Selection Tips: Choose models whose visual mesh closely matches the actual hitbox and animates cleanly. Avoid skirted or disproportionately sized models (such as Mon Mothma or Jawa), and consider each model's jump and low-health pain sounds.

Third-Person Model & Flag Transparency

Because JA CTF is played in third person, your own character model and the carried flag can block your crosshair and line of sight (especially when looking up or backing against walls).

  • /cg_thirdPersonAlpha 0.05: Makes your own player model nearly transparent (1.0 is fully opaque). Walk this value down gradually until you are comfortable with it.
  • /cg_thirdPersonFlagAlpha 0.03: Makes the flag you are carrying nearly invisible so it doesn't block your screen while running routes. (Note: If set very low like 0.03, keep an eye on your glow/HUD indicator to confirm when you have picked up the flag.)
Lowering /cg_thirdPersonAlpha and /cg_thirdPersonFlagAlpha so your player model and carried flag never block your crosshair.

6. Audio Settings

  • /cg_jumpSounds 2: Jump sounds are critical audio cues for tracking enemies around corners and through walls. Setting this to 2 plays jump and roll sounds for other players only, muting your own jump sounds so they don't mask enemy footsteps/jumps.
  • /cg_ambientSounds 0: Disables background map hums, torches, and ambient noise so you can hear player audio cues clearly.
  • /cg_matchStartSpam 0: Mutes the loud chorus of simultaneous weapon/spawn noises at the start of a match.
  • /cg_chargeSounds 1: Fixes the misleading default Bryar Pistol / Bowcaster charge audio. In base JKA, the charging sound effect continues rising long after the weapon is actually fully charged. Setting cg_chargeSounds 1 speeds up the audio cue so it matches the true charge time (other values also allow adding a completion beep).

7. Gameplay & Network Settings

  • /cg_autoswitch 0: Prevents your weapon from automatically switching whenever you walk over a weapon pickup on the ground (can also be toggled under Controls → Other → Auto Weapon Switch).
  • /cg_unlagged 2 & /cl_timeNudge:
    • /cg_unlagged 2: Enables server-side lag compensation for hitscan weapons on compatible servers while automatically disabling cl_timeNudge whenever you hold the Disruptor or Concussion Rifle.
    • When to use /cl_timeNudge: If your ping is under ~60 ms, leave cl_timeNudge at 0. If you play with 60+ ms ping and use cl_timeNudge (for example, auto=33 or auto=40), make sure cg_unlagged is set to 2 so your hitscan shots remain accurate.

See Also