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Documentation Index

Fetch the complete documentation index at: https://mintlify.com/BestProjectTeam/BestClient/llms.txt

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BestClient adds a suite of per-tee visual effects that layer on top of standard DDNet rendering. Jelly Tee deforms your body on impact for a satisfying squash-and-stretch feel. Afterimage leaves ghost frames at regular intervals behind you as you move. Motion Blur blends the previous render frame into the current one to simulate camera exposure. Player Trail draws a persistent streak behind your tee. Flying Name Plates turn static name tags into physics-driven kites. Eye Comfort overlays a warm tint to reduce eye strain during long sessions. Each effect is opt-in and scoped to your own tee or optionally extended to other players.

Jelly Tee

Jelly Tee applies a spring-based squash-and-stretch deformation to your tee’s body when you change velocity or take an impact. The result is a rubbery, cartoonish animation that makes movement feel more reactive.
bc_jelly_tee 1
bc_jelly_tee_strength 500
bc_jelly_tee_duration 30
bc_jelly_tee
int
default:"0"
Enable Jelly Tee deformation on your own character. Default: 0 (disabled).
bc_jelly_tee_others
int
default:"0"
Apply Jelly Tee deformation to other players as well. Default: 0 (disabled).
bc_jelly_tee_strength
int
default:"500"
Amplitude of the deformation. Higher values produce a more exaggerated squash/stretch. Range: 0–1000. Default: 500.
bc_jelly_tee_duration
int
default:"30"
Number of ticks the deformation oscillation persists after an impact before the tee returns to its normal shape. Range: 1–500. Default: 30.

Afterimage

Afterimage renders semi-transparent ghost copies of your tee at fixed spacing intervals behind your current position, creating a multi-frame echo trail that emphasises speed and direction.
bc_afterimage 1
bc_afterimage_frames 5
bc_afterimage_alpha 40
bc_afterimage_spacing 6
bc_afterimage
int
default:"0"
Enable Afterimage ghost frames on your tee. Default: 0 (disabled).
bc_afterimage_frames
int
default:"5"
Number of ghost copies rendered behind the current tee position. Default: 5.
bc_afterimage_alpha
int
default:"40"
Base opacity of the first (most recent) ghost frame. Each subsequent ghost fades proportionally. Default: 40.
bc_afterimage_spacing
int
default:"6"
Tick gap between each ghost sample. Smaller values cluster the ghosts tightly; larger values spread them across more distance. Default: 6.

Motion Blur

Motion Blur works by blending the previous rendered frame with the current one at configurable strength, simulating the exposure-time smear of a real camera. It is a full-screen effect and applies to everything rendered, not just tees.
bc_motion_blur 1
bc_motion_blur_strength 30
bc_motion_blur
int
default:"0"
Enable Motion Blur via previous-frame blending. Default: 0 (disabled).
bc_motion_blur_strength
int
default:"50"
How much of the previous frame is blended into the current frame, expressed as a percentage. 0 = no blending (sharp); 95 = nearly fully ghosted. Range: 0–95. Default: 50.
Motion Blur is rendered at the framebuffer level. Very high strength values (above 80) can make fast movement hard to read — use sparingly in competitive play.

Player Trail

Player Trail draws a persistent streak that follows the tee’s path through the world. Three mode presets give the trail a different visual style and fade behaviour.
bc_trail 1
bc_trail_mode 0
bc_trail
int
default:"0"
Enable the Player Trail effect on your own tee. Default: 0 (disabled).
bc_trail_others
int
default:"0"
Render Player Trail for other players as well. Default: 0 (disabled).
bc_trail_mode
int
default:"0"
Visual style of the trail. 0 = Grenade (coloured particle chain), 1 = Invisible (invisible trail, useful for debugging movement), 2 = Ninja (dark energy slash style). Range: 0–2. Default: 0.

Flying Name Plates

Flying Name Plates detach player names from their fixed overhead position and turn them into physics-driven labels that lag, drift, and catch up to movement like a kite on a string.
bc_flying_name_plates 1
bc_flying_name_plates_lift 28
bc_flying_name_plates_drag 52
bc_flying_name_plates_follow 40
bc_flying_name_plates
int
default:"0"
Render name plates as physics-driven kites attached to players. Default: 0 (disabled).
bc_flying_name_plates_lift
int
default:"28"
Extra vertical lift applied to the name plate target position, pushing it higher above the tee. Range: 0–120. Default: 28.
bc_flying_name_plates_drag
int
default:"52"
How far the name plate trails behind lateral movement. Higher values create a more pronounced lag behind direction changes. Range: 0–200. Default: 52.
bc_flying_name_plates_follow
int
default:"40"
How quickly the flying name plate catches up to its target position. Higher values snap it back faster; lower values let it drift loosely. Range: 1–100. Default: 40.

Eye Comfort

Eye Comfort overlays a warm yellow tint on the entire screen to reduce the blue-light harshness of bright map textures and white chat text during extended play sessions.
bc_eye_comfort 1
bc_eye_comfort_strength 25
bc_eye_comfort
int
default:"0"
Render a warm yellow screen overlay to reduce eye strain. Default: 0 (disabled).
bc_eye_comfort_strength
int
default:"35"
Intensity of the warm overlay as a percentage. Higher values increase warmth and lower overall screen brightness simultaneously. Range: 0–100. Default: 35.
Eye Comfort works best at values between 2050. Above 60 the overlay noticeably darkens the game, which can make it harder to read map tiles.

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