Helping Fellow Quakers Kill More Efficiently Since 1997
-------------------------------------3 Fingers' Homepage3 Fingers'
Ultimate Tweak Guide
For GL Quake and Quake World
Version 1.19 HTML 7/7/98
----------------Compiled and written by Brett "3 Fingers" JacobsAny updates or corrections email to: bjacobs@home.com
Go to "edit" then "find" (Ctrl+F) to enter key words for search.
Click Here For Quick Set-up Instructions Of The Included Autoexec.cfg And Batch Files
DOWNLOAD THIS HTML, AUTOEXEC.CFG & BATCH FILES
MENU
System Requirements For GL Quake
The Voodoo II became available in early March 98. Using Pentium II systems, the Voodoo II will more than double the FPS of the current Voodoo Graphics cards like the Monster, Orchid and Pure3D. The Voodoo II will be available in 6MB, 8MB, and 12MB versions. Don't purchase anything less than a 8MB version. Go for the 12MB if you have the means. If you are considering purchasing a new 3D video card to run GL Quake, the only 3D video card you should consider is a Voodoo II. Currently there is no other consumer priced 3D-video card that can even come close to the performance of the new Voodoo II. Tom's Hardware has completed a benchmark test of the new Voodoo II. Its frame rate is absolutely amazing. And these are untweaked results. Check it out here:
http://sysdoc.pair.com/3dblastv2.html
THESE ARE THE DRIVERS AND GLQUAKE/QW SOFTWARE YOU SHOULD BE USING
FOR THE BEST PERFORMANCE AND BUG FREE GAMEPLAY. INSTALL IN THE ORDER THEY APPEAR.1. DirectX from the CD-ROM that came with your 3DFX Voodoo video card or go to your video card manufacturer driver webpage and get the latest DirectX that they recommend. (If your 3DFX Voodoo drivers include DirectX then skip to #2) Win98 users don't need to install Direct X as Win98 installs it during the installation of the Win98 operating system
2. Latest Video Card drivers from your video card manufacturer.
http://www.3dfx.com/download/sdk/index.html
FOR GL QUAKE
GL Quake Version .97 "glq1114.exe" (or latest)
ftp://ftp.idsoftware.com/idstuff/unsup/
http://www.voodooextreme.com/3Fingers/
FOR GL QUAKE WORLD
Go to one of these sites and download the QW client. File name QW221.exe (5/23/98)
ftp://ftp.idsoftware.com/idstuff/quakeworld/
ftp://cdrom.com/pub/idgames2/idstuff/quakeworld/
http://www.voodooextreme.com/3Fingers/
These new versions have self installers. Just double click on the GLQ1114.EXE or QW221 .EXE file after download and follow the instructions. Make sure and check the box to install the opengl32.dll for 3DFX during the install if you are using a 3D-video card from 3DFX.
3DFX MINI GL UPDATE (3/23/98) *GL Quake Users MUST install this. (latest version of QW comes with it)
The new mini gl supports triple buffering and gives a slight boost in performance. Also you MUST use this mini gl if you want to use the 1024x768 video mode running twin Voodoo II in SLI. All Voodoo 1 and Voodoo II users should install this mini gl for the best performance. Replace the opengl32.dll in your GL Quake/QW folder with the new file. Voodoo users should add "gl_triplebuffer 1" to their autoexec.cfg to avoid tool bar flicker.
http://www.3dfx.com/software/download_glqdrv.htmlQUICK SET-UP BELOW
SETTING THE COLOR PALETTE:
Before attempting to run GL Quake/QW, you must set your color palette to: "16bit". To set: Go to "control panel", then "display", then the "settings" tab. Change the color palette to "16bit", hit "apply", then "OK" and restart.
INSTRUCTIONS FOR THE INCLUDED
GLQV1.Bat, GLQV2.Bat and Autoexec.cfgIf you are using a 3dfx Voodoo Graphics card like an Orchid, Monster or Pure 3d. Use my included batch file (GlqV1.bat) and autoexec.cfg to get the best performance. (Voodoo rush users cannot use the GlqV1.bat file)
Voodoo II owners use the included GlqV2.bat and see the notes below for Voodoo II.
VOODOO 1 USERS:
Note: Pure3D users adjust the screenrefresh, Gamma (brightness) and Clock Mhz speed from your Pure3D control panel/display tab.
Put the autoexec.cfg in the quake/ID1 folder with the config.cfg that is already there. If you are using CTF, put a copy of the autoexec.cfg in the Quake/ctf folder in addition to a copy in the Quake/ID1 folder and add the game switch "-game ctf" to the batch file command line. Put the GlqV1.bat in your Quake folder and double click the GlqV1.bat to start the game.
See possible batch file error message fixes later in this document. The 3 most common errors are "OUT OF ENVIRONMENT SPACE", "GRAY SCREEN OR KICKED BACK TO DESKTOP WHEN EXECUTING Q2START.BAT". They are easily fixed.Note: In the batch file adjust "-heapsize" to your available RAM.
-heapsize 24000 : (24mb) this sets the alloted MB of RAM used by GL Quake. "-heapsize 16000" would be 16mb. (same command as "-winmem" in regular quake) Don't exceed 50% of your ram. 32mb heapsize should be plenty if you have 64mb or more.
You can make a short cut on your desktop by right clicking on the GlqV1.bat file and select "create shortcut". Then drag the shortcut to your desktop.
VOODOO II USERS:
Note: voodoo II users change gl_playermip to "1" in the included autoexec.cfg
If you are using one of the new Voodoo II video cards,
use the included GlqV2.bat as the environment commands for the new Voodoo II are different from the Voodoo I. You should use the included autoexec.cfg. Also, to take advantage of your dual texture processors, you must be using the latest version of GL Quake or GL Quake World and the 3/23/98 mini gl. If you are using an older version of GL Quake/QW or don't install the 3/23/98 mini gl with GL quake (latest QW comes w/ 3/23/98 mini gl), you will lose 50% in performance.Put the autoexec.cfg in the Quake/ID1 folder with the config.cfg that is already there. If you are using CTF, put a copy of the autoexec.cfg in the Quake/ctf folder in addition to a copy in the Quake/ID1 folder and add the game switch "-game ctf" to the batch file command line. Basically the autoexec.cfg should be in the EVERY folder that you have a game switch (ex: -game ctf). In GL QW, put the autoexec.cfg in the Quake/QW folder as no game switch is required in GLQW. **See my personal
autoexec.cfg at the extreme end of this document.Put the GlqV1.bat in your Quake folder and double click the GlqV1.bat to start the game.
See possible batch file error message fixes later in this document. The 3 most common errors are "OUT OF ENVIRONMENT SPACE" "GRAY SCREEN OR KICKED BACK TO DESKTOP WHEN EXECUTING Q2START.BAT". They are easily fixed.You can make a short cut on your desktop by right clicking on the GlqV1.bat file and select "create shortcut". Then drag the shortcut to your desktop.
Note: In the batch file adjust "-heapsize" to your available RAM.
-heapsize 24000 : (24mb) this sets the allotted MB of RAM used by GL Quake. "-heapsize 16000" would be 16mb. (same command as "-winmem" in regular quake) Don't exceed 50% of your ram. 32mb heapsize should be plenty if you have 64mb or more.
For a huge increase in performance you can go to your Voodoo II control panel (control panel/display/voodoo II/advanced) and place a check mark in the "Don't synch buffer swaps to monitor refresh rate for glide" and hit "OK" . You will see a 20-30% increase in frame rate at the cost of some very slight tearing. The slight tearing will look like there are very faint folds in the screen image sometimes. This does not bother me at all, but some people just don't like it. If you don't like the tearing associated with not waiting for Vsync, increase your monitor vertical refresh rate. For example, to set the refresh rate for 75Hz @ 640x480 right click on desktop to bring up display properties and click on the 3Dfx Voodoo2 Tab. Make sure you select "glide" in the drop down box above the resolution slider bar and use the Refresh Rate bar under the Resolution bar in the lower left to set the desired frequency. Note that for every setting on the Resolution bar, there is a corresponding refresh rate setting, so please make note as to which resolution you are setting to the desired refresh rate. You can also enable triple buffering. This will allow your FPS to go as high as your monitor refresh rate w/o tearing. See
Voodoo II FAQ at the end of this document for instructions.For a definition of the function of disabling V synch see the
SET FX_GLIDE_SWAPINTERVAL=0 under "Batch File Command Variables".If for some reason you want to use the "SST" environment variables for your Voodoo II, they are changed to have "V2". So all the "SET SST" variables are now "SET SSTV2". The "SET FX" variables are unchanged from the Voodoo 1. Also the default clock speed of the Voodoo II is 90MHz vs. 50 MHz on the Voodoo I. See Batch File Command Variables section for Voodoo II overclocking instructions.
VOODOO II SLI MODE (2 Voodoo II cards required)
This is nothing more than that every odd line of the image is rendered by one Voodoo 2, and the every even line is rendered by the other Voodoo 2 card. This doubles the frame buffer memory and allows resolutions up to 1024x768. If you plan on purchasing (2) Voodoo II video cards to run in SLI Mode, the 2 cards must be the exact same Voodoo II cards from the same manufacturer. Example: (2) Creative Labs Voodoo II 12mb or (2) Monster Voodoo II 8MB video cards. SLI Mode enables Voodoo II users to run video resolution modes up to 1024x768. A single Voodoo II can only run a video resolution mode of up to 800x600.
If you are having problems running any video modes in SLI, set your color palette to "16 bit" in the control panel/display/settings and get the latest mini gl from my page.LATEST VOODOO 1 AND 2 DRIVERS
You can always find the latest Voodoo 1 and 2 drivers for your video card at this link on the 3DFX webpage
.http://www.3dfx.com/download/download.html
BATCH FILE ERROR MESSAGES
"OUT OF ENVIRONMENT SPACE" ERROR MESSAGE WHEN EXECUTING Q2START.BAT FILE
:Anything you put in your GL Quake/QW batch file (GlqV1.bat or GlqV2.bat) or autoexec.bat starting with the "SET " statement is a variable. There's only a finite amount of space available for these variables in DOS called Environment Space. You can make this space larger by adding this line to your C:\CONFIG.SYS file:
shell=c:\command.com /e:512 /p
Open the "config.sys" file (its on your C drive) with your notepad to add the line, after adding the line, click "file" and "save". Then restart the computer for the new setting to take effect. If you need more space in the future, increase the number from 512 to 1024
GRAY SCREEN OR BLANK SCREEN WHEN EXECUTING GlqV1.BAT OR GlqV2.BAT
*If you have a shortcut to the "GlqV1.bat" or "GlqV2.bat" file, then delete it prior to performing the below steps. Then create your shortcut again after you finish. It will not create the MSDOS .pif file in the Quake folder if you have a short cut to the batch file at the time you perform the below steps.
If when executing your "GlqV1.bat" or "GlqV2.bat"
file you get a gray screen or you are kicked back to the desk top and the "GlqV1.bat" or "GlqV2.bat" MS Dos window is there. Or if Quake gives a blank screen on exit. Try this:1. Right click on your "GlqV1.bat" or "GlqV2.bat"
file in your Quake 2 folder and select properties.2. Select "program" tab.
3. In the space next to "run", select "minimized".
4. Put a check next to "close on exit".
5. Hit "apply" then "OK"
* If you ever move the "GlqV1.bat" or "GlqV2.bat"
to another folder you will have to repeat the above.If the above does not fix the gray screen or you still get kicked back to your desktop. Perform the below in addition to the above steps.
1. Right click on your "GlqV1.bat" or "GlqV2.bat"
file in your Quake2 folder and select properties.2. Select "program" tab.
3. Hit the "advanced button" and uncheck all the boxes then hit "OK" all the way out.
If at anytime you cannot get the "Q2start.bat" or "Q2V2Start.bat" to function properly, you can just put the command line from the batch file in your Gamespy command line box and forget about using the batch file. This should be as a last resort as Voodoo 1 users will suffer a performance loss by not using the batch file. Example below for GL Quake in Gamespy command line box:
glquake.exe -window -width 640 -height 480 -bpp 16 -conwidth 512 -conheight 384 -heapsize 18000 +_windowed_mouse 1 -dinput -nojoy -nocdaudio -noipx -zone 1024
*Above command line must all be on one line
"ACCESS DENIED" ERROR WHEN EXECUTING BATCH FILE
DOS won't accept a command line longer than 127 characters. This error is caused by having empty space at the end of the command line, which is represented as characters. Delete all the empty space at the end of the command line and then copy the little black block from the end of the command line in your old q95.bat file in the Quake folder or the included "GlqV1.bat" or "GlqV2.bat"
to the end of the command line in your Quake Batch file. This little black block tells DOS that it is the end of the command line. The included "GlqV1.bat" or "GlqV2.bat" have the little black block at the end of the command line.
CREATE AN INVERSE PALETTE FOR THE FIRST TIME:
1. Before starting QW for the first time, make a folder named "qw" in your quake directory. The directory path should be "quake/qw". GL Quake World will create an inverse palette and mesh all your MDL files the first time you run the game. If you have a problem with GLQW trying to create an inverse palette every time you start GLQW. Do This: delete all sub folders in all Quake subdirectories named "glquake". Then install regular GL Quake (not GLQW) and start the game and let it mesh the files. Then GLQW should run fine.
NO GAME SWITCH IN QW:
2. Don't use a game switch (-game ctf). QW Servers know where to find the map files. The pak files must be in the proper folder. CTF3 & 4 and Thunder Walker must be in the quake/ctf folder. Rocket Arena goes in the quake/arena folder.
SKINS
3. Go here and download the QW skin pack file name qws_9729.zip (or latest)
ftp://ftp.idsoftware.com/idstuff/quakeworld/skins/
Then unzip the file into the "quake/qw/skins" folder. This will save you time on skin download when you sign onto a server.
STOP FILE CONFLICTS
4. Go to "start/find files or folders" and do a search for this file: "Fxmemmap.vxd". Delete
every copy you have except the one in the "windows/system" folder. The reason for doing this is the correct version of the Fxmemmap.vxd will be in the windows/system folder as your 3DFX video drivers or Glide will install the latest version of the Fxmemmap.vxd to the windows/system folder. Some of the older programs would install this file to the windows folder. If there is an older version in the windows folder, Win95 may find this version first and try to use it and not detect the new version in the windows/system folder. This can cause errors.If you use Gamespy. After installing the GLqV1.bat or GLQV2.bat, put the name of the batch file in the Gamespy command line box. Go here to download the latest version of Gamespy. Quake World Version 2.10 comes with an old version 1.01 of GameSpy. Gamespy has updated it's version several times since the last Quake World was released.
show_fps 1
This will display your FPS in real time in lower right corner as you play the game. Only works on QW version 2.10
One of QuakeWorld's key features are the provisions it has for dealing with reducing the effects of "lag" over the Internet. They are rate and pushlatency .
rate xxxx
(500-6000)*Can be set in GameSpy options.
On QW version 2.10 "rate" is a dual function command. It controls the bytes per second recieved on your net connection and also the cap on your FPS (frames per second).
"Rate 2500" (default) caps framerate at no higher than 30FPS.
"Rate 6000" caps framerate at no higher than 72FPS .
The cap on FPS is infinitely adjustable between 30FPS and 72FPS using the "rate" command. The FPS cap on the Old QW Ver 2.0 was set at 30FPS regardless of the "rate" setting.
Use the following approximate "rate" settings:
*26.4- rate 2300
*28.8- rate 2500 (default)
*33.6- rate 3000
ISDN/CABLE MODEM/T1- rate 3000-6000
*this is your connection speed and not your modem capabilities.
VERY IMPORTANT
: Since higher FPS requires more bandwidth as each frame sends information between the server and player. You will have to carefully balance the rate setting with your connection speed. Use the r_netgraph 1 to check for packet loss while adjusting the "rate" for the best setting. If your FPS are too high because of too high a "rate" setting, you will see packet loss and blue lines on the netgraph in conjunction with high ping, freezing gameplay and "phonejack icons". Lower the rate to lower your FPS.cl_maxfps xx
If you wish to override the framerate cap that the "rate" command issues, then you can separately use the cl_maxfps command. Let's say you wanted to set your "rate" to 2500, which would normally cap your framerate at 30fps, but you want a 40fps cap. Just add cl_maxfps 40 to your autoexec.cfg. Framerate cap is adjustable from 30-72 fps using cl_maxfps.
r_netgraph 1
This displays a graph of your net connection. Very helpful in adjusting your "rate" setting.
The height of the white lines towards the bottom is your latency on received packets. Red lines are lost packets. (bad) Yellow lines are from the rate command kicking in, it's data that wasn't sent to you because you didn't have the bandwidth for it. Blue lines are very bad, they are invalid delta's. They mean your ISP is overloaded or has configuration problems and are related to the U_REMOVE warnings. If you can't get rid of the blue lines by lowering your "rate". It means your ISP sucks. Find a better ISP.
By typing "r_netgraph 1" at the console, you will be presented with a thin bar graph that occupies the lower quarter of the Quake view port. A series of colored bars will immediately begin scrolling by. The white bars represent delivered packets, yellow bars represent deliberately dropped packets, red bars represent packets dropped by the net, and blue bars indicate that the client has received a bad delta compression offset (this is a bad thing). The goal is to reduce the number of red and yellow bars to a point where the data stream between your PC and the QuakeWorld server is as steady and uniform as possible.
Leaving the display up, play on the server for a while. Get into some firefights, and keep an eye on the graph. If you start to see a lot of red bars, bring down the Quake console, and set the rate command to a lower value. For example, if you're getting a lot of red bars on your 28.8 connection to your favorite server, you may want to try "rate 2400". Conversely, if you're receiving a steady stream and want to try and increase the rate setting, you can do that as well. Be aware that while you want to get rid of red lines if you can, it isn't always best to get rid of all the yellow lines. Setting the rate high enough to avoid any yellow lines may cause the operating system or modem to buffer up data, actually increasing your ping time. If you see any blue bars, you may want to consider getting a new ISP.
The downside of the "rate" command is that by lowering it you won't receive updates as often as a machine capable of a higher rate, meaning that, once again, your client will rely on simulation to smooth out the game. The good news is a well tweaked rate and pushlatency setting can effectively make playing Quake on a modem seem more like a very good ISDN line!
When you have adjusted the rate to your liking, you can remove the netgraph from the display by typing "r_netgraph 0" at the Quake console.
I have the below alias in a config.cfg as a 1 button toggle to turn on and off the r_netgraph function:
bind "x" "net1"
alias net1 "r_netgraph 1;echo Graph ON...;wait;bind x net2"
alias net2 "r_netgraph 0;echo Graph OFF...;wait;bind x net1"
pushlatency -xxx
Default -50
Pushlatency determines the amount of prediction that your client will use. Simply stated, your QuakeWorld client will make educated guesses as to condition changes in the gaming world in the moments it loses contact with the server between game packets. The result of this is smoother gameplay on the client end.
Pushlatency preferences vary from user to user, but in general, you want to try it in a range from 0 to -100 before trying anything larger. Always use a negative (-) value. The default is "-50". Some players have had favorable results with setting the pushlatency to the negative of their average ping. To do this, press the "tab" key while connected to a server, and watch your ping. Make a judgment as to it's average value, then press the " ~ " key to bring down the Quake console and set pushlatency to the negative of that value. For instance, if your average ping to a server is 240ms, set pushlatency to -240 by typing "pushlatency -240" at the Quake console.
Pushlatency is not without its downsides. The higher you set pushlatency, the more likely it is for a prediction error to occur. For example, you may think that you are shooting at a target, but if your client makes a bad guess at to the action of the opposing player and makes an incorrect prediction of his movement, he may not be there when your rocket is. The best thing to do is to tweak pushlatency to suit your style. In most cases a value of up to "-100" will not have substantial prediction errors.
I have the below alias in a config to adjust pushlatency on the fly. Just hit the "F6" key to cycle thru all the pushlatency values. It will display the new value each time you hit the "F6" key. Change the values to suit your connection.
bind F6 "push1"
alias push1 "pushlatency -125;echo pushlatency -125;bind F6 push2"
alias push2 "pushlatency -150;echo pushlatency -150;bind F6 push3"
alias push3 "pushlatency -175;echo pushlatency -175;bind F6 push4"
alias push4 "pushlatency -200;echo pushlatency -200;bind F6 push5"
alias push5 "pushlatency -225;echo pushlatency -225;bind F6 push6"
alias push6 "pushlatency -250;echo pushlatency -250;bind F6 push7"
alias push7 "pushlatency -275;echo pushlatency -275;bind F6 push8"
alias push8 "pushlatency -300;echo pushlatency -300;bind F6 push1"
cl_nodelta [0/1]
DEFAULT: cl_nodelta 0
Toggles delta compression on and off, related to the U_REMOVE warning.
0 - Allows delta compression to take place (preferred).
1 - Does not allow delta compression to take place (eliminates U_REMOVE warnings).
Can be set in gameSpy. If you have to use the cl_nodelta 1 to get rid of the "U_Remove On Update" error messages. Your ISP sucks. Get a better ISP.
"U_REMOVE ON UPDATE" ERRORS , WHAT GIVES?????
If during your play, you frequently see a string of messages with the term "U_REMOVE" in them, and your play seems to freeze for several seconds, use the console command cl_nodelta 1. This is a slightly less efficient way for QuakeWorld to work, but if your ISP is overloaded or has some configuration problems, it may not pass packets to QuakeWorld properly and cause difficulty. The easiest way to get rid of this error and improve your gameplay is to find a better ISP. This error can also be caused by setting your "Rate" too high, giving too high a FPS for your available bandwidth. Remember, each frame sends a packet of information. Higher FPS= More Packets Sent. Lower your "rate" to lower your FPS.
HOW CAN I SET MY TEAM NAME???
Regular netquake players know that teams were set by pants color. It is different in QuakeWorld however, a new console command "team" exists. You may set this to any value up to 4 characters, note that it is case sensitive. This is not for team color in CTF. You type a team name. Everyone who has their team set to "none" will be on the same team, regardless of pants color or anything else. If you want to join the "blue" team, just bring up the console, and type "team blue". If you wish to not be on a team at all type team "". This feature is useful for DM. Whereas 2 players may type the name "team nuke" or whatever and they can't kill each other if the DM server has Teamplay turned on.
cl_nopred [0/1]
DEFAULT: 0
Toggles prediction of your movement.
0 - Enables prediction of your movement
1 - Disables prediction of your movement.
Always enable prediction. It will be enabled by default.
cl_predict_players [0/1]
DEFAULT: cl_predict_players 1
Toggles prediction of other players in the game.
0 - Disables prediction of other players.
1 - Enables prediction of other players.
Can be set in GameSpy.
Always enable player prediction.cl_sbar [0/1]
DEFAULT: cl_sbar 0
Toggles the style of the status display.
0 - New HUD style display.
1 - Old style weapon status bar.
*using the old style weapon bar can give about a 10% FPS boost in FPS as it displays less game image screen area.
cl_hudswap [0/1]
Swaps QW Weapon Tool Bar from left to right. 0/1. You must also use cl_sbar 0 (new hud display).
noaim [0/1]
DEFAULT: noaim 0
Toggles autoaiming help.
0 - Enables any autoaiming.
1 - Disables any autoaiming.
Can be set in GameSpy. I have the below alias in a config to toggle autoaim on and off. If the server has autoaim set to the maximum aim correction, it can be quite annoying sometimes.
bind "HOME" "aim5"
alias aim5 "noaim 1;echo AUTO AIM OFF...;wait;bind HOME aim6"
alias aim6 "noaim 0;echo AUTO AIM ON...;wait;bind HOME aim5"
crosshair 0/1/2
0 is no crosshair.
1 is old style crosshair.
2 is new Red LED crosshair. (latest version QW only)
msg [ 0-4]
DEFAULT: msg 1
Limits what game messages the server will send to you. " 0 " prints everything, and "4 " showing no messages. Reducing server messages can reduce bandwith requirements a small amount, and reduce clutter in busy games. "1" , "2" & '3" are degrees in between.
noskins [0/1/2]
DEFAULT: noskins 0
Toggles download and displaying skins while playing.
0 - Enables the downloading and viewing of the non-default Quake Skin.
1 - Disables the downloading and viewing of the non-default Quake Skin.
2 - Disables the downloading of skins you don't have, but will display any skins you do have.
Can be set in GameSpy.
skin [skin_name]
DEFAULT: <none>
Sets what skin your player wears. Get the skin file name from the quake/qw/skins folder.
Can be set in GameSpy.
baseskin [skin_name]
DEFAULT: base skin
Default skin that other players not using a skin will be viewed as. Get the skin file name from the quake/qw/skins folder.
skins
This command will update/download the skins being worn by other players in the game.
spectator[0/1]
DEFAULT: spectator 0
Toggles spectator mode, must reconnect for option to take effect.
1- Spectator mode is enabled. Then connect to a server.
0 - Spectator mode is disabled.
GameSpy offers the spectator mode for connection to a server. If you are on a server and want to become a spectator. Type at the console: spectator 1 <enter> then type: reconnect <enter>
cl_hightrack (0=off, 1=on)
Enables/disables "chasecam" view of the player with the highest frags while in spectator mode.
record <file> <address>
(Example: record mydemo underworld.idsoftware.com or I.P.)
Records a client side demo, the first parameter is the file name to save the demo under, the second is the server to connect to.
Can be directed from GameSpy.
rerecord <file>
(example:rerecord mydemo2)Reconnects to the server you were last on, and starts recording a new demo.
stop demo
Stops the recording of the demo currently being recorded.
playdemo <filename>
Plays back a previously recorded demo file.
reconnect
Connects to the last server you played on.
disconnect
Disconnects from the current server.
topcolor [#]
DEFAULT: 0
Sets your shirt color (0-15).
bottomcolor [#]
DEFAULT:0
Sets your pants color (0-15)
setinfo w_switch [2-8]
Sets which highest weapon that it will change to when picking up a weapon. Use weapon impulse #.
Can be set in gameSpy.
setinfo b_switch [2-8]
Sets which highest weapon it will change to when picking up a backpack. Use weapon impulse #.
Can be set in GameSpy.
2 is shotgun.
3 is double barrel shotgun.
4 is double nail gun.
5 is super nail gun.
6 is grenade launcher.
7 is rocket launcher.
8 is lighting shaft.
PROBLEMS WITH AUTOEXEC.CFG IN QUAKE WORLD:
For some reason the autoexec.cfg won't load properly in QW
. I think the reason is GameSpy loads the frontend.cfg. Even if I place "+exec autoexec.cfg" in the command line, it won't load. It does not say "couldn't exec autoexec.cfg". But changes I make in my autoexec.cfg won't take effect.The only way I have gotten commands to load as an autoexec in QW, is to put every command, alias and bind in the frontend.cfg in the Quake/id1 folder. I then make the frontend.cfg file a "read only" file. Otherwise Game Spy will delete EVERYTHING in it, all your bindings and all, and replace it with the settings you select in GameSpy. Normally, Gamespy writes your chosen settings from Gamespy options to the frontend .cfg. The only drawback to making the frontend.cfg a "read-only" file is all your GameSpy settings must now be set manually in the frontend.cfg. You have to uncheck "read only" to make changes. Since its a "read only" file , GameSpy won't be able to load the selected settings you choose in "player preferences" and "GameSpy options".. Doing it this way, all commands you put in the frontend.cfg will load just like an autoexec.cfg. Keep a backup of this file incase you forget to check "read only". If you forget to check "read only", everything in the frontend.cfg will be deleted. I mean absolutely everything but the settings GameSpy adds will be deleted in your frontend.cfg. Don't say I did not warn you.
KEEP A BACK UP COPY OF YOUR FRONTEND.CFG, because one day you will forget to check "read only" and you will be staring at a blank file.If you are unsure about what GameSpy settings to add in the frontend.cfg. Just make all your settings in GameSpy as normal, then start the game with Gamespy and then close it. Then open the frontend.cfg and use the settings in it. Then just add all your other binds, aliases etc. to the frontend.cfg file, leaving the settings that GameSpy placed in it. To make the frontend.cfg a "read only" file. Just right click on the frontend.cfg file and choose properties. Then put a check mark besides "read only". Hit "apply" then "OK". Now it will load all the settings in the frontend.cfg just like an autoexec.cfg when you start Quake World WITH GameSpy. If you don't start the game with GameSpy it won't load the frontend.cfg settings. Then you would have to type at the console after starting the game: exec frontend.cfg
*see my
frontend.cfg at the extreme end of this document.
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CONSOLE COMMANDS
TRANSPARENT WATER
r_wateralpha 0.4
(or any number 0 - 1 in .1 increments)Makes water, lava and slime surfaces translucent, so you CAN see what's underneath. With normal maps, the vis info isn't there, so you have to turn on "r_novis 1" to actually see through unless you vis'ed your maps. (0.3 looks like fog!)
Get the water vis utility at:
http://www.sod.net/If you vis your maps with the above utility, it will cost you about 15% in FPS on the timedemo2 test. The timedemo2 is just a test. It the real world it won't matter that much.
Note: Even though you can see thru the surface of the water, you will not be able to see players, ammo, armor, packs etc., as the server does not transmit that info to you. Because the server doesn't think you can see it. Just a few servers are currently running with the information beings sent to the player so you can see the players below the surface when your above the surface. The server must be running vised maps also for you to see the players, ammo, armor, weapons, packs etc. thru the water surface. However in Monster play all the info is send to you.
r_novis 0/1
(you need this to see the transparent water surface until you vis your maps)Note: It will run amazingly slow with the "r_novis 1" command (1/2 speed or less). This is just a workaround so you can see the effect. To actually run a map with transparent water, you need a map which has been VIS'd with the new VIS utility.
TO INSTALL THE WATER VIS PATCH (Water Surface Transparency):
BEFORE STARTING, MAKE BACK UP COPIES OF YOUR PAK FILES.
Go to the site:
http://www.sod.net/ and download the Vis Patch file "ID1.Zip". The "ID1.Zip" contains the utility & the patch to Vis all your ID1 maps that came with your Quake game. Get any other vis patches for the maps you have. The CTF3 & CTF4 Vis Patches are called "CTF3.zip & CTF4.zip". They also have the Mission Pack and Thunder Walker vis patches. Download all the files you need. Then unzip the "ID1.zip" plus the CTF3.zip and all the rest into a new empty folder named "water". Then double click on the file named **"install.bat" in the "water" folder. It will ask you if you want to make backup copies of your Pak files or overwrite your pak files. Say "y" to overwriting your existing maps.DO NOT LET IT MAKE backup copies. If you let it make backup copies, it will leave your orignal Pak files unaltered and make new pak files that have been vised. If you let it make backups, you will need to remove the Pak files and rename the new vised ones. Pak files must start with "0" (zero) and go up from there. (0,1,2,3 etc.) After saying "y" to overwriting your maps, it will ask your Quake directory. It will then detect all the pak files that you have vis patch files for in the "water" folder, and ask the directory of the "ID1, CTF3, etc." Just follow the on screen instructions. Its very easy. The whole vis process only take 5 minutes or less.
**
If you get the "Out Of Environment Space"' error when executing the "Install.bat", see fix for this error elsewhere in the set-up guide.*Then use the "r_wateralpha 0-1" (in .1 increments) to adjust the transparency of the water surface. I like ".3"
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CHANGE THE WEAPON TOOL BAR AND MESSAGE SIZE
The new versions of GL Quake .97 and QW 2.21 allow you the option of which resolution size of tool bar and messages you want. So if you are running GL Quake at 640x480 and want the same size tool bar and message font as the old 320x200 Quake (big tool bar and message font). Using the 320x200 tool bar with 640x480 video resolution will add 3-6 FPS as it displays less game image screen area. Add this to your command line:
-conwidth 320 -conheight 200
I prefer: -conwidth 512 -conheight 384 (while using 640x480)
*512 size console will give a 2-3 FPS Boost in the 640x480 video mode.
Here is an example of the command line:
glquake.exe -game ctf -width 640 -height 480 -bpp 16
-conwidth 320 -conheight 200 -heapsize 32000 etc.The height is automatically determined by the default 4:3 aspect ratio. You can also specify the height directly with "-conheight" as I did in the example above. But if all you placed in the command line was "-conwidth 320", It would by default use a "conheight" of "200".
In higher resolution modes such as 800x600 and 1024x768, glquake will default to a 640x480 console, since the font becomes small enough at higher resolutions to become unreadable. If you wish to have a higher resolution console and status bar, specify it as well, such as: glquake.exe -width 800 -height 600 -conwidth 800
SHADOWS
r_shadows 0/1
1 turns on dynamic shadows. Weapons, powerups, projectiles and armor have shadows. Firing the lighting gun, gives a very annoying shadow effect. It appears that your screen is tearing badly. Turning on the "r_shadows 1" will cost you 1.5 FPS.
r_lightmap 1
This command shows the lightmap without the textures, with textures just on the entities. Everything looks like white sheetrock. It's cool! Kinda like a Miami Vice drug dealers house. Can be used in Net Play.
r_fullbright 1
This command removes all the shadows and dark corners in a map. If you want to see your timedemo2 test blaze at twice the speed or your scared of the dark, enable this setting. Servers won't allow this setting on Net Play as no one could hide from you.
gl_flashblend 0/1
(This is a very important setting. Read this)Setting "0": This replaces the dynamic colored ball with the old dynamic light. This setting will cost you a few FPS, especially on slower systems.
Setting "1": Makes an annoying flash ball around explosions etc. ("1" gave me an increase of 1.7fps on timedemo2)
Using setting "1" will give quite a boost in FPS when the Rockets and Grenades start flying. But the flashball is pretty annoying. Its a trade off. I have the below alias in my autoexec.cfg to turn the gl_flashblend on and off with a 1 button toggle. I always toggle this to gl_flashblend 1 on the CTF3 "Tale Of 2 Cities" map. The dynamic lighting on this map slows my FPS way down to 5-8FPS and my GL Quake will crash on this map only. Setting it to gl_flashblend 1 raises the FPS on this map to about 25fps in the big room. I also toggle it to "gl_flashblend 1" when I play Rocket Arena or any other map where I see my FPS drop. On some maps it will boost your FPS 50% or more. How much of a boost, depends on how much dynamic lighting is on the map. This is a very important setting to toggle with the below alias. If you use my
*3fingers missile.mdl, the rocket won't have a glow ball in-flight and makes gl_flashblend 1 more tolerable. gl_flashblend 1 is also very useful for spotting a player with quad/666 before he rounds a corner as you can see his glowball halo from the quad/666/bio-suit prior to his rounding the corner.*
See 3fingers missile.mdl info under "Performance Boosters" in this guide.bind "INS" "plf4"
alias plf4 "gl_flashblend 1;echo FLASH BALL ON...;wait;bind INS plf3"
alias plf3 "gl_flashblend 0;echo FLASH BALL OFF...;wait;bind INS plf4"
gl_polyblend 0/1
"0 " turns off palette shifting.. This means your screen color doesn't change underwater or when you have quad, ring or take damage etc..(water will be crystal clear when your in it.) Setting of "0" gives a few extra FPS. Set it to '1" and everything looks normal. (water will be cloudy when your in it, and your screen will change color when your being shot, get quad, ring and pentagram). I have the below alias in my autoexec.cfg to turn the gl_polyblend on and off with a 1 button toggle.
alias ft4 "gl_polyblend 1;a5;echo Colored Screen ON...;wait;bind PGUP ft3"
alias ft3 "gl_polyblend 0;a5;echo Clear Screen ON...;wait;bind PGUP ft4"
bind "PGUP" "ft4"
alias a5 "play buttons/airbut1.wav"
m_filter 0/1
"1" turns on the filter. This really smoothes out mouse movement. This setting is a must for mouse users. See also "-dinput".
_windowed_mouse 1
This setting is a must for mouse user. It is the default setting in the quake/id1 config.cfg
If you use the "-window" in your command line, you must use
_windowed_mouse 1.IF YOU'RE SOUND STUDDERS
_snd_mixahead ".14
"Use this setting if your sound card does not support "direct sound". You will hear the
sound stuttering sometimes if you need it.TEXTURE COMMANDS:
There is no way to flush already loaded textures, so it is best to change these below texture options in the command line or autoexec.cfg and not at the console, or they will only take effect on some of the textures until you change levels.
Command line example: glquake.exe -game ctf +gl_ztrick 1 +gl_playermip 1 -zone 1024 %1 %2 etc.
gl_subdivide_size 128
This is the setting for the "sky fix" which should dramatically improve gameplay in some of those open area maps with lots of sky. The default setting "128" is automatically placed in the GL Quake & QW config.cfg. Use "gl_subdivide_size" at the console or place it in your autoexec.cfg to set the sky subdivision if it's still too slow with the default setting of "128". "256" or "512" are good values to try, with higher values being better for smoother gameplay. The higher the value setting, the more the distortion of the sky up close. To be honest, I don't notice any difference in the way the sky looks with higher settings. Valid settings are: 128, 256, 512, 1024, 2028
gl_playermip 0/1/2/3/4
Default: 0
This variable drops the resolution of each player's texture to save on total texture memory. The player's skin will be more blurry with higher values. Important variable for cards with only 2 MB of texture memory in multi-player games. This setting has no effect on monster skins. Setting this to "0" or "1" on video cards with only 2mb of texture memory (Orchid R3D or Monster 3D etc.) can cause some buggy wierd texture effects or game crashing. Pure 3D owners can use any gl_playermip setting without fear, as the Pure3D has 4mb of texture memory. If you are a Voodoo1 user and serious about your multi-player game I would use gl_playermip 2 regardless of your texture memory. Voodoo II users can use any playermip setting w/o a loss in performance. If you change this during the game, it will take effect as soon as a player changes their skin colors.
gl_ztrick 1
(default)This avoids clearing the z buffer at the expense of half the precision. You may occasionally see some things poking through where they shouldn't with this enabled. If the status bar and console are flashing every other frame, clear this variable.
* gl_ztrick 0 will lower timedemo2 FPS about 15%.
gl_keeptjunctions 0/1
If you clear this "0", glquake will remove collinear vertexes when it reloads the level. This can give a few percent speedup, but it can leave a couple
stray blinking pixels or sparkles on the screen. Sometimes there are gaps in between ammo boxes and the floor or where the water surface ends you can see through to what should be blocked. This is pretty obvious in some places, like when there is a bright sky or lava behind it. GL_KEEPTJUNCTIONS 1 fills up the gaps, which looks much better. If you can't see what the difference is, set it on "0" and gain 1 or 2 fps.GL_SGIS_multitexture
(supported with GL Quake version .97 and QW2.21)Multitextures support allows certain hardware to render the world in onepass instead of two. GLQuake uses two passes, one for the world textures and the second for the lightmaps that are blended on the textures. On some hardware, with a GL_SIGS_multitexture supported OpenGL implementation, this can be done in one pass. On hardware that supports this, you will get a 60% to 100% increase in frame rate. Currently, only 3DFX dual TMU cards (such as the Obsidian 2220 or the Voodoo 2) support this extension, but other hardware will soon follow. This extension will be autodetected and used. If for some reason it is not working correctly, specify the command line option "-nomtex" to disable it.
THE BELOW GL_ TEXTUREMODE SETTINGS
determines the OpenGL texture filters.gl_texturemode GL_NEAREST (looks almost like dos quake)
gl_texturemode GL_NEAREST_MIPMAP_NEAREST
gl_texturemode GL_LINEAR
gl_texturemode GL_LINEAR_MIPMAP_NEAREST (Default)
gl_texturemode GL_LINEAR_MIPMAP_LINEAR
(For Voodoo II, NOT for Monster3D/Righteous3D/Pure3D)These five levels of texturemodes sets the picture quality from almost raw DOS-quake picture quality to the default glquake quality. The last (5th) can only be used/seen on very high-end 3D hardware (NOT Monster3D/Righteous3D/Pure3D). If you think the 3D card is softening the picture too much, then try a lower texture quality - it might also improve speed.
gl_picmip 0/1/2
This causes all textures to have one half the dimensions they otherwise would. This makes them blurry, but very small. You can set this to 2 to make the textures one quarter the resolution on each axis for REALLY blurry textures. The setting "2" will only adds .5 FPS to speed. Definately not worth the blurr.
*gl_picmip 0 is default
*If you get an "Illegal Operation Error, Invaild Page Fault" set gl_picmip back to default of "0".
gl_triplebuffer 0/1
Default: 0
This setting "1" enables triple buffering. Voodoo II users can take advantage of triple buffering with the 3/23/98 mini gl. Also enabling triplebuffering will stop tool bar flicker.
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*open the "GlqV1.bat" or "GlqV2.bat" with your notepad to change or add settings.
*Commands are case sensitive. Use caps where indicated.
*****ANY COMMAND IN THIS GUIDE BEGINNING "
SET SST" OR "SET FX" WILL ONLY WORK ON A VOODOO GRAPHICS BASED VIDEO CARD. VOODOO RUSH USERS CANNOT APPLY THESE COMMAND VARIABLES.IMPORTANT VOODOO II INFO:
All of the below "SET SST" BATCH FILE COMMAND VARIABLES must be changed to "SET SSTV2_" for use with a Voodoo II Video Card. Example:
SET SSTV2_SCREENREFRESH=60. SET FX variables are unchanged for Voodoo II. Voodoo II users really don't need to add anymore of the below variables to the GLQV1.bat or GLQV2.bat file as all can be set from the Voodoo II control panel/display/voodoo2 tab.SCREENREFRESH RATE:
SET SST_SCREENREFRESH=60/72/75/85/120 (Voodoo 1 only)
Default: 60
*Canopus Pure3D and Voodoo II users adjust the screenrefresh in the your control panel/display properties.
If you use the default screenrefresh settings on your 3DFX card, then in general, raising the vertical refresh will adversely affect your frame rate in GLQuake2. You'll have to decide if the performance hit is worth the improvement in the image quality. Generally, there's no noticeable frame rate penalty between running at 75 Hz as opposed to 60 Hz. As a matter of fact, the 3DFX Card won't even run at 60 Hz in 512 x 384 resolution - 75 is the lowest. I know some people get eyestrain when staring at a monitor with a 60 Hz refresh for long periods of time, but 75 Hz is usually sufficient to eliminate the problem. Setting it higher will start to bring your frame rate down a bit.
There is a way you can run the refresh up to 120 Hz without much of a performance hit: by disabling the vertical refresh sync on the 3DFX card by adding these lines to your Quake2.bat file: SET FX_GLIDE_SWAPINTERVAL=0, SST_SWAP_EN_WAIT_ON_VSYNC=0
Voodoo II Screenrefresh Rate:
Voodoo II users must set the monitor refresh rate for each video mode resolution with the below variables if you do not wish to set it in your Voodoo II control panel:
SET SSTV2_REFRESH_512x384=60/75/85/120
SET SSTV2_REFRESH_640x400=60/75/85/120
SET SSTV2_REFRESH_640x480=60/75/85/120
SET SSTV2_REFRESH_800x600=60/75/85/120
SET SSTV2_REFRESH_1024x768=60/75/85/120
Example: SET SSTV2_REFRESH_800x600=75
SET FX_GLIDE_SWAPINTERVAL=0/1
(very important setting)Default: 1
With "0" setting, the 3DFX Card will ignore the refresh rate and always redraw the screen as soon as it can. As a bonus, this setting will usually gain you 5 -7 fps, however it can cause some image tearing which some people may find unacceptable. It will be very subtle and look as though the image is folding slightly when you spin around. With my Pure3D, "0" setting raised the speed a whopping 7FPS for me, over a setting of "1"(default). Nice!!! To use SET FX_GLIDE_SWAPINTERVAL "0" you must also use: SET SST_SWAP_EN_WAIT_ON_VSYNC=0
If you don't like the tearing associated with not waiting for Vsync, increase your monitor vertical refresh rate.
Voodoo II users go to your Voodoo II control panel (control panel/display/voodoo II/advanced) and place a check mark in the "Don't synch buffer swaps to monitor refresh rate for glide" and hit "OK". Voodoo II users will get a huge increase in FPS. This is same as using SET FX_GLIDE_SWAPINTERVAL=0
SET SST_SWAP_EN_WAIT_ON_VSYNC=0/1
"0" Turns off syncing to the monitors vertical refresh rate so the screen gets refreshed before its fully written on the monitor.
Normally your Voodoo will wait for the electron gun to finish sweeping the screen before switching between the visible data and the in work data. Setting to "0" this means that the voodoo will not waste any time waiting, it will switch immediately.
OVERCLOCK THE VOODOO 1 CHIP (not for Voodoo II):
SET SST_GRXCLK=50-57
Default: 50 (for Voodoo 1)
The Orchid voodoo defaults to 50. You can gain approximately a 15% speed increase by overclocking to 55. Do not go beyond 57. In any event keep an eye out for corruption artifacts - flat shaded polygons, texture map corruption etc. You will see little flickering triangle shaped tears in the screen if you set the clock speed to high. This setting will almost certainly make the Voodoo Chip run hotter so beware! How high you can go on the setting is solely dependent on how much cool air circulation you have in your computer case. When picking a PCI slot for your Voodoo Card , choose a slot that will give maximum air circulation to the Voodoo chips. With my Orchid (no fan) my screen started slight tearing at "57". "60" gave extreme tearing. Also note that the Monster 3d's default performance setting is "57", so that can be taken as a safe setting. Be forewarned, any setting over "57 "will certainly shorten the life of your card. If your image locks and the sound is looping, your overheating the chip. Turn down the clock speed if this happens.
*Get a cooling fan to increase performance and card life.
*After installing a fan on my Orchid Voodoo Card. I could go to "60" w/o tearing. But I still leave mine at "54"
** The Pure3D needs to have the clock speed adjusted from the Pure3D control panel in display properties. The Pure3D uses 35ns RAM and can be successfully over-clocked to higher numbers than the 45-50ns RAM on the Monster and Orchid. I have been running my Pure3D at 60mhz for months and hundreds of hours of Online Quake play with no problems at all. I also have 2 extra fans on the Pure3D. See below taken from the Pure3D help guide:
Use the spinner control in the Pure3D control panel to set your Memory Clock to a value from 50 to 60 MHz. Click OK.
Important Note: Setting your memory clock higher than 50 MHz (overclocking your Pure3D) can increase performance in some cases, but it can also cause display problems. If you notice any problems with 3Dfx games after increasing the memory clock, please lower it.
-------------------------------------END PURE 3D HELP GUIDE INFO------------------------------------------
SSTV2_GRXCLK 90-100
The easiest way to overclock your Voodoo II is to download the "The Trevarrow Voodoo II Overclocking Control Panel". It allows overclocking your Voodoo II from a slider that you can bring up by clicking a taskbar icon and allows changes in the clock speed from 90 MHz to 100 MHz. If you want to do it manually, just follow the below instructions.
Default: 90 (for Voodoo II, and must be overclocked in the registry)
Overclocking the Voodoo II chip will not give much of an increase in FPS on lesser systems as you run into the problem of your CPU being limited in the amount of calculations it can process. A Pentium II 300 will see more of an increase than a P200mmx. I have set mine briefly up to "100" and got about a 2fps increase with my PPro200 on timedemo demo1.dm2. Craig Campanaro of The Hardware Center has completed a full benchmark test on the benefits of overclocking your Voodoo II all the way to 109MHz (ouchie). He provides a chart of results on different systems at each step from the default of 90Mhz up to 109MHz. Check out Craig's tests here: http://www.cyrellis.com/hardware/video/video007.htm
One important note. The Monster Voodoo II allows overclocking in the Monster Voodoo II control panel to 95 MHz. Since the Creative Labs Voodoo II and the Monster 3D Voodoo II are identical, this can be taken as a safe speed to overclock your Creative Labs Voodoo II. Anything higher and your sailing into uncharted waters. Your success in overclocking depends highly on how much cool air you have circulating around in your computer case. If you plan on exceeding 95 MHz, get a cooling fan on your Voodoo II. If you see corruption in your game image or your game image locks up, turn the clock speed back down a notch or 2 until it disappears.
Start the Registry Editor by going to "start/run" and type "regedit" in the box and hit "OK". Once into the registry, choose "Edit", "Find" and do a search for "SSTV2". This will lead you directly to where you want to be: "HKEY_LOCAL_MACHINE\SOFTWARE\3Dfx Interactive\Voodoo2\". This key has 2 subkeys, by the name of:
"HKEY_LOCAL_MACHINE\SOFTWARE\3DfxInteractive\Voodoo2\D3D" and "HKEY_LOCAL_MACHINE\SOFTWARE\3Dfx Interactive\Voodoo2\Glide".
You will have to add the new string to both folders (D3D & Glide) if you want to change the clock speed of the Voodoo2 for Direct3D as well as Glide games. Quake is a "glide" game. Now right click on either the "D3D" folder or "glide" folder and select "New" and then "String Value". Then type the new variable "SSTV2_GRXCLK" (caps & no quotes) in the box. Then double click on the new variable you just added and enter the clock speed you want the Voodoo2 to run at. Default is "90'" for 90 MHz, so you obviously want to go higher than 90. So if you want to set it at "97" just type in the box "97" w/o quotation marks and hit "OK" and then hit the "X" in the top right corner. All done. If you want to set it back to the default just change the value back to "90".
SET FX_GLIDE_NO_SPLASH=0/1
Default: 0
"1" Removes the 3DFX logo on startup.
SET SST_FASTMEM=0/1
Default: 0
"1" tells the Voodoo you have EDO RAM and to access the RAM on your board faster. This may or may not have any perceptible difference.
SET SST_FASTPCIRD=0/1
Default: 0
"1" Fast PCI read. 1 or 2 more FPS.
This may not have any perceptible effect.
SET SST_GAMMA=2.0
Gamma is
brightness. "1.7" is the default. The numbers in the gamma box can go from 0.5 to 2.5 (2.5 is brightest)This line must also be in your batch file on some Voodoo 1 boards to adjust the gamma (brightness):
SET SST_VIDEO_24BPP=1
*Canopus Pure3D and Voodoo II users adjust the "RGB" gamma in the control panel/display/voodoo properties. If the screen refresh rate is set higher than 75 on the Pure3D, your gamma may not work.
Individual Gamma Color Batch File Commands:
SET SST_RGAMMA=0 to 2.5 (red)
SET SST_GGAMMA=0 to 2.5 (green)
SET SST_BGAMMA=0 to 2.5 (blue)
*Adjustable in .1 increments. "1" is the default
*Canopus Pure3D users adjust the color gamma in the Pure3D control panel/display properties.
SET SST_VIDEO_24BPP=0/1
Default:0
"1" sets the bits per pixel to 24. Which does nothing. READ ON!!!! If you want to adjust gamma on some Voodoo 1 boards, you must have it set to "1" in the batch file or autoexec.bat. Don't use it "1" unless you have to.
The Below (5) commands must be placed in the command line and CANNOT be used in the autoexec.cfg or config.cfg
-window
: lets you run GL Quake/QW in a window. It won't really run in a window. But this is very helpful in eliminating many problems when running Gl Quake/QW. This should be the first thing you try if you have problems with anything (errors, black screens, desktop switching resolutions, can't run in 512x384 and icons changing positions etc.) Using "-window" can hide part of the messages that appear at the top of the screen on some systems. It just depends on the system.-heapsize 24000
: (24mb) this sets the allotted MB of RAM used by GL Quake. Set heapsize to 1/2 your system RAM.-zone 1024
: This increases your keys and message memory buffer from default of 48kb to 1024kb. Makes a big difference in how your keys respond. And I got .3 fps increase in the demo 2 test. I assume because, the messages in the demo appear so fast. Don't laugh, it all adds up.-primarysound
: Use DirectSound primary buffer output. This is generally faster than normal secondary buffer output, but does not work in some systems (non PCI sound cards) Give it a try. It can speed up some systems. But it will most likely cause sound problems if you don't have a PCI sound card. Using "-primarysound" raised my timedemo demo2* from 203fps to 208.6fps (640x480). Smokin!!!!!!!-dinput
: Add this to your batch file command line for direct input of mouse or joystick. I recently tried this and loved it with my Logitech Mouse. I had to bump up the "sensitivity" setting on my mouse control in my Quake autoexec.cfg file from 3 to 5 after adding "-dinput". The mouse is much, much smoother using "-dinput".*
I had to use the "directX5 core drivers" for "-dinput". The DirectX3 drivers I was using did not contain any direct input drivers. If you get an error that says, "direct input not initialized" when starting quake, it means your version of DirectX does not have the drivers for direct input. (must be run from command line):Example of command line: glquake.exe -game ctf -width 640 -height 480 -bpp 16 etc……..
Width x Height
400x300 *extremely fast FPS, but very small image on screen makes it useless.
512x384 *fastest FPS in a useable video mode, was 20fps faster than default for me. Set refresh rate to 75 or higher
640x480 *default and highest supported by Voodoo 1 and 6mb Voodoo II
800x600 *highest supported by a single Voodoo II
8MB or 12MB1024x768 *highest supported by (2) Voodoo II cards run in SLI mode. 8mb or 12mb
1152x864
1280x1024
3 BUTTON MOUSE:
To use a three button mouse with GLQuake, your Windows mouse driver must support three buttons. Use the Logitech PS/2, Serial or Bus driver instead of the Microsoft or Standard PS/2, Serial or Bus driver. Also, make certain that your Mouse control panel sets the middle button to "middle" and not "double click".
*I had to use the Logitech drivers that came with my mouse to get my 3 button Logitech to work correctly. The 3 button drivers on the Win95 CD-ROM would not work.
MOUSE DOESN'T WORK:
A game port is on your system, however a joystick is not connected, or if connected it isn't calibrated. You can ignore joystick input by typing "joystick 0" at the console or adding "joystick 0" to your config.cfg. You can also disable the joystick port by entering -nojoy at the command prompt.
example: GLQUAKE.EXE -nojoy
JOYSTICKS
:should work fine with GLQuake. If your joystick doesn't work, GLQuake joystick support may be disabled. Type "joystick 1" at the console. This will be saved in your config file, so you will only have to do it once.MICROSOFT INTELLIMOUSE:
Go to Buzzkill's Quake Page at the below URL for all the latest drivers, configs and aliases for using your Intellimouse with Quake/Quake World.
http://buzzkill.stomped.com/
HOW TO CHECK YOUR "FRAMES PER SECOND":
Quake Version 1.06 includes a test (timedemo) to check the FPS. If you have the older version Quake 1.01. You will need to upgrade to version 1.06 with the 1.01 to 1.06 upgrade patch. You can get the Quake ver.1.01 to 1.06 upgrade patch (q101-106.zip) from:
ftp://ftp.idsoftware.com/idstuff/quake/*To perform the upgrade, unzip "q101-106.zip" into your quake folder and say "yes" to overwriting all files. Then double click on the "patch.exe" file in the Quake folder. The update to version 1.06 is complete at that point.
To perform the Timedemo2 test. Start GL Quake and bring down the console and type:
timedemo demo2
When the demo starts, immediately raise the console where you can see the full screen. (a lowered console affects the "FPS") As soon as the demo2 completes, bring down the console and look for the number with "FPS" beside it. This is your "frames per second". The higher the better. Only use "demo2" for this test, as it contains a good combination of water and land travel. Some of the settings (gl_polyblend "1") will affect your FPS only in the water.
Note: If you run the game without the ammo, score and health bar showing this will cost you about 3 FPS.
I was able to get 39.7 FPS-v.97 (Orchid 3Dfx) with the recommended batch file and autoexec settings included with this document. I ran the test with the ammo, score and health bar showing and used the default video mode(640x480).
*I have my maps vis'ed which reduced my Timedemo2 FPS by 7 FPS.
My system is:
PPro 200 w/ 128mb
STB Virge 3D 8MB PCI Graphic Accelerator (this card handles 2D applications)
Orchid Righteous 3Dfx 4MB Video Card (this card handles GL Quake and other 3dfx open gl games)
CANOPUS PURE 3D TIMEDEMO RESULTS:
Just installed my Pure 3D (11/22/97) and thought I would include the timedemo results on the same system as above with the recommended batch file and autoexec.cfg settings, except I used gl_flashblend 1, 512x384 console resolution and set the Pure3D clock at 60 MHz . Maps are not water vised for these timedemo tests. 3 Fingers' Anti-Slowdown Missile and Grenade mdls were installed.
GL Quake version .97
Drivers:
DirectX5 Core Distribution Drivers
Pure3d 1.30 drivers (includes Pure3D version of glide 2.43)
Bigass1 Demo Test Timedemo2 Test
512x384- 43.4 FPS 512x384- 72.4 FPS
640x480- 39.1 FPS 640x480- 51.0 FPS
Voodoo II Timedemos Results- Creative Labs Voodoo II 12MB
My system is:
PPro 200 w/ 128mb
STB Virge 3D 8MB PCI Graphic Accelerator (this card handles 2D applications)
Maps are NOT vised and included autoexec.cfg and GlqV2.bat was used with default viewsize and toolbar.
V Sync Disabled
75MHz Monitor Refresh Rate
3 Fingers' Anti-Slowdown Missile and Grenade mdls were installed and gl_flashblend 1 was used.
GL Quake version .97
Timedemo Demo2
800x600- 85.5FPS
640x480- 102.3FPS
Timedemo Bigass1
800x600- 50.8FPS
640x480- 51.4FPS
BIGASS 1 DEMO TEST
The bigass1 demo is a 16 player DM demo to 50 frags. This test will run about 20-30% slower in FPS than the timedemo2 test. The reason is, there is much more activity (more shooting & explosions) in the bigass1 demo test. The Bigass1 Demo is much closer to real Internet play than the wimpy timedemo2 test. If you are not getting at least 25FPS on the Bigass1 demo test, you should consider some upgrades if you want to be competitive in online multi-player games. Just for your information, I ran approx. 200 or more Bigass1 timedemos when writing this Tweak Guide. Also when checking your Voodoo overclocking speed for image corruption, you should run 4 or 5 Bigass1 timedemos in a row to really put it to the test.
The "Bigass1 Demo" can be downloaded at:
ftp://cdrom.com/pub/idgames2/planetquake/demoland/bigass1.zip
Just unzip the file into your quake/id1 folder and type at the console:
timedemo bigass1
HOW TO MAKE A FAN MOUNT FOR YOUR 3DFX CARD
You can easily make your own fan mount to keep your 3DFX video card running cool. Go buy a CPU fan at Radio Shack ($12). Then take a blank plate from the back of your computer like the one you removed when you installed your 3D-video card. Go outside to a concrete surface and smash the plate's 90-degree bend out flat with a hammer. Then lay the fan on the plate and mark 2 mounting holes to be drilled to secure the fan to the plate. Drill the holes and mount the fan onto the plate using 2 sheet metals screws, or even better use threaded screws with nuts. Put a drop of Lock-Tite on these for more security. File or cut off any protruding screw tips that could touch any electrical components. Then attach the mount to an empty slot mounting hole over or near the 3D video card. Make sure the (2) fan mounting screws cannot possibly touch any electrical component in your computer. Bend the mount to whatever angle you need to point the airflow on the 3DFX Voodoo Chips. I can't give you specific instructions, as each system is different. I also added a 3 1/4" fan in an empty fan slot in the front of my computer case behind the 1" speaker.
HOW TO MOUNT A HEAT SINK AND FAN TO YOUR VOODOO CHIPS
Brad Mettee has put up a web page giving step by step instructions with images to illustrate how to mount a heat sink/fan to your Voodoo Chips. This is the preferred method of cooling for ultimate performance. Brad runs the clock speed on his MONSTER3D at "64 MHz" all the time with this set-up. Here is the URL:
http://www.clark.net/pub/bmettee/voodoo.shtml
MY PERSONAL FAVORITE FAN SET-UP TO COOL THE VOODOO
I was in Radio Shack the other day and saw this fan ($9.99). I don't know the technical name for the design, but it looks like a mini fan blower like you see in an air conditioning/heating blower. It is not a propeller type fan but instead has a rotating drum with blades and has a 1"x1.5" outlet which the air blows out. Check out the fan pictures
HERE. This fan blows air like you would not believe and is almost silent. It puts out 10 times the air of a 486 CPU fan. The whole fan is about 3"W x 3.5"L x 1.5H" and is flat on the bottom and open on the top (air intake). So it can be mounted flat on a surface. It has 2 mounting holes if you have a place to mount it with holes in your case (which I did not). So I went to the auto parts store and bought some 3M Double Sided Tape ($3.49). This 3M Tape is what they use to attach auto molding to cars. It holds like nothing else. In other words, a 3-ounce fan is not going anywhere when mounted with this tape. There are 2 types of this 3M tape, a thicker foam tape, which is spongy, and a thinner rubber tape. Get the "rubber type" tape. When looking down at my motherboard (440BX), there is a large flat area of the metal case right in front of my Voodoo boards. I attached the fan there with 3M Tape and pointed the fan at both Voodoo II boards.To supply power to the fan, I cut off the mini 2 pin connector that comes on the fan and attached a 4 prong Y adapter connector (see below for details) and plugged it into a spare power supply connector. This 4 prong (or pin) connector (most likely white plastic) is the exact same type of 4 prong power connector that plugs into the back of your CD ROM, Floppy and Hard Drive. My computer had a spare 4 prong power connector cable for adding another hard drive etc. I had an old fan lying around which I cut the 4 prong Y adapter connector off of to use on the new fan. Click
HERE for wiring pictures.I just finished playing a 1 hour online Quake World CTF game with the Dual Voodoo IIs overclocked to 105 MHz and then I ran 5 Massive1 timedemos in a row. No problems at all. This fan is the shit. And inexpensive too. Total cost to cool (2) Voodoo II boards: $13.48.
Here is the Fan info:
Power Connector and Wiring Information
Retail Store: Radio Shack
Catalog Number: 278-766A
Description: 10" (254mm) DISK DRIVE Y-ADAPTER POWER CABLE (allows 2 devices to be powered from one cable)
BOOST YOUR FPS IN ROCKET BATTLES
:Go here to download the "3Fingers Quake Anti-Slowdown Missile & Grenade MDLs" (filename: missile_fix3.zip)
http://www.voodooextreme.com/3Fingers/
These missile.mdl and grenade.mdl files will help counteract the slow down in FPS when you are in Multi-player Rocket and Grenade battles. Several players all firing glowing rockets with smoke trails within your field of view will slow your FPS down alot. The 3 Fingers' missile.mdl file does not glow or have a smoke trail in transit to the target and will boost your FPS in Multiplayer Rocket battles as much as 10FPS.
I have removed the smoke trail in the Grenade.mdl which will help also. But since the standard grenade.mdl only had a smoke trail and did not glow, it won't help as much as the missle.mdl. However the grenade.mdl does help some to reduce lost FPS.
The combination of the 2 mdls will give you a much higher FPS in Multi-player when the rockets and grenades start flying.
You will need a utility called "PakExplorer" to pack the new files. Get it here:
http://quakestuff.telefragged.com/*If you can't find the missile_fix file, email me (bjacobs@home.com) and I will send it to you. It's about 14kb.
OUT OF MEMORY" ERROR MESSAGE OR JUST TO IMPROVE PERFORMANCE:
If you have less than 128MB you should define your own virtual memory settings. This is a bit tedious but it really does help. This will create one continuos PERMANENTLY DEFRAGMENTED SWAPFILE on the hard drive. Normally Win95 actively resizes your swap file, but this causes a lot of disk accesses and keeps the swap files fragmented.
IMPORTANT: Before you begin this procedure, disable all applications that you have set to auto-start on boot up. The easiest way to disable these is to temporarily remove all the short cuts from your windows/start menu/programs/start up folder. You can put them back in the start-up folder after you finish this procedure.•Right click on "My Computer", click on "Properties", click on the "Performance" tab, then click on the "Virtual Memory" button.
•Click on "Let Me Specify MY Own Virtual Memory" then click "Disable virtual memory" then click "OK". The computer will reboot.
•When it reboots run the Disk Defragmenter and do a Full Defragmentation of your drive. At this point do not reboot after defrag.
•Go back into the Virtual Memory settings window and uncheck "Disable Virtual Memory" then select "Let me specify my own virtual memory settings". Set the "Minimum" to 150 (200 for Unreal) and the "Maximum" to 150 (200 for Unreal). Windows will reboot again to allow the settings to take effect.
If you have more than one drive on your system, you should select the fastest drive for your swap file.
ANOTHER PERFORMANCE BOOSTER:
The setting labeled "Typical Role of This Machine "determines how much space is set aside in main memory to handle path and filename caching. The default "Desktop Computer" choice allocates space for a paltry 32 paths and 677 filenames, whereas the "Network Server" choice bumps those settings up to 64 paths and 2,729 filenames.
If you have 32 mb or more of ram, you can improve performance by increasing your disk cache size:
•Right click on "My Computer", click on "Properties", click on the "Performance" tab, then click on the "File System" button.
•Select the "Hard Disk" tab and in the box labeled "Typical role of this machine:" select "Network Server". The click on "OK" and Win95 will reboot to allow this setting to take effect.
*This works fine on the new Win95B OSR2 (ver. 4.00.950 B). To check your Win95 version, go to "control panel/system". Older versions of Win95 will need to modify their registry as instructed below before changing the "typical role of this machine" setting.
Below are the instructions from ZD Net at:
http://www4.zdnet.com/pccomp/features/fea0597/secrets/sub1.htmlHKEY_LOCAL_MACHINE\SOFTWARE\ Microsoft\Windows\CurrentVersion\ FSTemplates\Server\NameCache
To: a9 0a 00 00, and \PathCache to 40 00 00 00.
HOW MUCH RAM DO I NEED FOR GL QUAKE?
From what I can tell the "-heapsize" switch will let GL Quake use up to the amount that you set the heapsize to. So if you had 32mb of Ram and set your heapsize to 32000. It would not use 32mb for GL Quake. Win95 will always take priority in ram allocation. So Win95 would use what it needed and then let quake use up to 32mb. But in reality it would never let GL Quake use more than 20mb or so. Because Win95 always needs about 12-14 mb to run. So if I had 32mb of ram I would set my heapsize to 18000. There is no command switch for glquake as in regular quake to lock the heapsize. "-winlock" does this in
regular quake. With the "-winlock" switch in regular quake, it will lock the Ram used in the "-winmem" setting and not let anything else use the ram. That locked Ram will always be set aside for Regular Quake to use it.Anyone running GL Quake on a 32 mb system should really consider upgrading their ram to at least 64mb. Then use "-heapsize 32000". GL Quake could easily use up to 32mb and more in some situations. Ram just dropped in 1/2 on price in the last 2 weeks. I bought an additional 64MB EDO 60ns recently (10/20/97) for $250. So now I have 128mb. I noticed a big difference going from 64mb to 128mb as now I get absolutely no disk thrashing during gameplay. With 64MB I would get occasional hard drive thrashing during quake net play. Also all my programs open up and close out instantly now on my PPro200. GL Quake loads twice as fast now. So I would say for the true Quake enthusiast, 96mb would be ideal. Then use about "-heapsize 36000".
ARE YOU WAISTING VALUABLE PROCESSOR POWER?:
Make certain to
disable the joystick and CD audio (unless you're using it). Even if you're not using it, having joystick support enabled in any game can slow it down substantially. Quake also wastes time polling the MCI device to play CD tracks, even if the CD is not in the drive, unless you disable it. Also disable the IPX unless you use it. Having the joystick and cd audio enabled will use about 20% of your processor. Add these switches to your command line to disable them:-nocdaudio -nojoy -noipx
DISABLE ALL APPLICATIONS DURING GAMEPLAY
For the best performance when playing Quake always disable any applications you have running in the background like Anti Virus programs, IE 4.0 active desktop and Microsoft Office 97 active desktop etc. If you have less than 64MB of RAM, go to the Gamespy options menu and set Gamespy to "close Gamespy after launching Quake".
MS Fast Find in Office 97 will cause you to have extreme slowdown in Quake2 as well as slowing down your whole system. To keep MS Fast Find from running in the background, go to your windows/start menu/programs/start up folder and delete the "Microsoft Fast Find" shortcut. Basically I delete everything from my windows/start menu/programs/start up folder. I don't want any programs running in the background to slow me down while I'm playing. To play it safe, just keep a backup of the shortcuts you remove from the "startup" folder in case something does not work right, then you can put them back. My system runs perfectly with all the shortcuts removed from the "startup" folder.
DIRECT SOUND
-primarysound
: Use DirectSound primary buffer output. This is generally faster than normal secondary buffer output, but does not work in some systems (non PCI sound cards) Give it a try. It can speed up some systems. But it will most likely cause sound problems if you don't have a PCI sound card. Using the "-primarysound" command line switch raised my timedemo demo2* from 203fps to 208.6fps (640x480). Smokin!!!!!!!
CUSTOM NEON CROSSHAIR FOR GL QUAKE & QUAKE WORLD:
I use and highly recommend the excellent Quake Marines Neon Crosshair. Its about half the size of the new QW2.10 red crosshair and comes in 3 colors to choose from (red, blue, or green). I use the blue. I prefer the Quake Marines Crosshair over the RED LED QW2.10 crosshair 2. Sorry Zoid, nothing personal!!!(:(: It works in Regular and GL Quake and also Quake World. Go to the below Quake Marines webpage to download it. You won't be sorry.
NOTE: The Quake Marines Crosshair Program is a 4MB Installer program. It also will optionally install player skins with neon stripes that don't work with GL Quake or GL QW. The player skins are supposed to glow in the dark, but don't glow in the GL versions of Quake or QW. If you want to avoid downloading the installer and skins. I have extracted the 3 different color crosshairs and zipped them into a 139kb file with full easy instructions. Get the 139kb crosshairs file here:
http://www.ve3d.net/3Fingers/glQStuff.htm
3 FINGERS' MODIFIED MDL FILES.
Once the mods are installed, they will work on any server you play on. Get them here:
http://www.ve3d.net/3Fingers/glQStuff.htm
Quake/QW non-glowing missile and grenade mdls which boost frame rate in multiplayer rocket and grenade battles as much as 10FPS.
2. Rune_Glow.Zip
For Quake/QW. Makes all runes, backpacks, powerups, bio-suit, armor and weapons glow like a spot light is shining on the objects. You can spot these items when no one else can see them in darkness.
3. No_XDress.Zip
No crossdressing skin for Quake/QW. Only the shoulder patches change color when a player selects a top color. Great for CTF.
Never worry about a cross-dresser again. See screenshot in zip file.
4. Red_Nails.Zip
Makes the nails from the nail gun and super nail gun glow red in transit to the target. You can see them in the dark.
THE INTERNET AND HOW IT AFFECTS YOUR ONLINE GAMEPLAY (@%$&*$%# LAG):
I'm going to stray off of the GL Quake/QW topic for a minute and discuss what is probably the most important issue to online gamers there is. So let's get to the meat of the matter. Why does my NET Quake game have fluctuating pings and high packet loss?
First of all I want to say I have tried every trick, lag fix, Max Mtu, delagger, gadget, setting, special phone line wire, different modems and any other supposed fix for lag known under the sun. The bottom line is, if your poor connection is a result of any problem which happens AFTER your signal gets to your ISP. Nothing that you do on your end will help. It is absolutely impossible for your computer to some how magically create a packet(s) of information that were lost or held up. Lost packets cause freezing gameplay, held up packets cause high ping. You can spray all the perfume on a pile of doodoo you want, and you will still have a pile of doodoo. Quake World does an excellent job of filling in small packet loss (1-7%) with its movement prediction. But higher packet loss than 7% is beyond the ability of Quake World's prediction to keep the game smooth. Quake World predicts the games progression in the event of packet loss/delayed packets and then corrects it to the true state when the packets catch up. This is what causes you or other players to appear and reappear in 15ft. jumps or gaps. To someone looking at a webpage while surfing the net. Packet loss/held packets translates into a webpage loading in slightly more time.
So lets do a little INTERNET 101. The Internet began in the 50's as a source for the military to send top secret information broken up into packets so they could split up classified information into separate parts along separate routes. So some of the equipment is getting very old now. The whole Internet revolves around sending a stream of small packets of information from your computer to other computers and back to you. When your computer sends a packet, which it sends and receive many packets a minute. The packets travel through a series of Hops. Usually about 8 to 40 hops before it reaches its final destination. The first hop is from your computer to your ISP. The packet then hits a router and will hit 1 or 2 more routers within your ISP. This would be hop 2 and 3. Your ISP leases a T1or T3 (equivalent to 30 T-1 lines) line from a company like Bellsouth.net, MCI.NET or Sprint.NET etc.. A T1 line can transfer about 5mb per minute and a T-3 line about 150mb per minute to another T-3. The packet is then sent to a Backbone Hub from your ISP's T1 or T3 line. This is hop 4 and would be the Backbone Hub which your ISP uses. A Backbone is a major transfer station for packets. Everything your ISP sends and receives is going to pass through this Backbone Hub. A few hundred ISPs may send and receive packets from this backbone. Within each Backbone there are usually 2 or 3 routers. These are more hops. After your packets leave the Backbone Hub, which your ISP uses, your signal will branch out to any number of Backbones to get to its destination. There are many Backbones though out the world. Most of them are in major cities. The packet could then be sent on to another Backbone and even another before it reaches its final destination. In Quake Net Play, most servers that give you a decent ping are about 8-15 hops from you. So the bottom line is, if any of these hops are overloaded or has equipment problems, you will see packet loss and fluctuating ping. A chain is only as strong as it's weakest link.
So how can you tell where the problem lies that causes your bad connection to a Quake server? It's simple. Get this utility called "UO Trace" from this URL:
http://voodooextreme.com/flypenguin/uotrace.zipIf you can't find it, Email me and I'll send it to you. It is about 35kb. What UO Trace does, is trace all the hops from your computer to the IP Number you enter. For our purposes it would be the Quake server IP. It will then continuously display each hop and tell you what the packet loss is and the current ping/lowest ping/highest ping values on each hop. UO Trace is much more superior to the DOS tracert/ping method, as DOS Tracert only pings 3 times. And with DOS Ping, you would have to ping each HOP IP separately. With UO Trace constantly pinging all hops simultaneously, you will be able to quickly identify which hop or hops are causing your bad connection. You can even save the UO Trace info by clicking on "edit" then "copy" and paste it to Notepad.
For Example: If your favorite server is 12 hops away and you see hop number 4 has pings constantly fluctuating from 125 to 800. This would have a serious affect on your gameplay. If you get wildly fluctuating pings and packet loss on all quake servers, the problem will most likely lie between you and the end of the first backbone hub that your ISP uses. So this means its one of these factors:
[1] Your phone line or an overloaded ISP router (hop 1)
[2] Your ISP is overloaded (probably hop 2 and 3 or could be hop 4).
[3] Or the Backbone that your ISP uses is overloaded (probably hop 5,6 and 7).
If you see that the problem lies on the 1st hop (your phone line to your ISP), and you connect at 28.8 or higher all the time. Its not your phone line and the problem lies in your ISP's overloaded or piece of crap router. If you cannot connect any higher than 21.6-26.4bps. Bug the hell out of your Phone Company and make them install a new phone line to your house from the box at the street. Tell them your are sending sensitive computer data/faxes and you are getting many errors and failed transmissions. Also tell them that you hear occasional static on your line. Trust me, the Phone Company Techs do not understand anything about computers/internet or how it works. The Phone Companies mentality is, if you can talk on your phone the line is OK. Tell them what ever you need to say to get a new phone line so you can connect at 28.8 or 31.2. Also if you determine your phone line is a problem. You can request that the Phone Company " put your phone line on another pair". What this means is, your phone line to the main Telephone Office will just take a different route. It is worth a try sometimes.
So what can be done to fix the fluctuating pings and packet loss? Sadly your ISP won't care and will most likely just tell you what you want to hear to get you off the phone. Most ISP's owners are happy if a webpage loads in 45 seconds or less and considers this acceptable. Online gamers are an extremely small percentage of their customer base. And they won't spend the large sums of money to upgrade their equipment or take the time to try to sort out the problem with their Backbone that they use, just to help out less than 1% of their customers. Even if an ISP system administrator is willing to try to solve the problem. The facts are 99% of ISP system administrators lack technical knowledge beyond setting up new accounts, Dial Up Networking settings and resetting modems.
OK, on to solving this dilemma. For Example: If you saw while using UO Trace, that hop 4 with wildly fluctuating pings was MCI.NET in Greensboro, N.C. Then you must try another ISP that does not use MCI.NET Greensboro, N.C. as their Backbone. Ask the prospective new ISP who their Backbone hub is. Don't think getting ISDN service from your current ISP that gives you a poor connection on a 33.6 modem will improve anything. Your signal will still travel the same route after it gets to the ISP as your 33.6 dial up service. You will just get a lower ping with a shitty connection. If the ISP you are talking to about new service does not have their own in-house T1 or T3 line, don't even consider them. This means that they are routing your dial in phone call to some other place that has a T1 line, maybe another city. This is very bad. AOL, IBM.Net, Bellsouth.Net and other large ISPs handle it this way to keep from installing T1s in every small town they provide Internet service to. Some small ISP's do this also if they can't afford to pay for their own T1 or if they have a satellite office in a nearby town. I even spoke to an ISP owner that when asked if he had a T1 line in-house. He responded he uses an ISDN (128k) line to run his ISP. This would yield pathetic results for his customers that play Net Quake, unless he only has 2 customers.
You will have to dig for info on what ISPs are available in your town, as they pop up monthly and are not listed in the phone book yet or choose not to list themselves. Keep trying new ISPs till you find one that gives you a good stable connection. I tried 9 ISPs in my town before I finally found one that gave me excellent net gameplay. The general rule of thumb with ISPs is: the smaller they are, the better they will be for Net Quake . But this is not always true. One other point. People are signing up with ISPs like crazy to get on the Internet. An ISP that is good today may not be good for Net Quake in 2 months if they double their customers or take on more customers than their equipment can handle. One thing I have learned from dealing with many ISPs, is they all lie and tell you their service is wonderful and never admit they have a problem. Always negotiate a free trial period to test them out.
NATIONAL REPORT OF BACKBONE CONDITIONS
Netstat
is an excellent source to view the current up to the minute conditions of most of the Backbones in the US. It reports their packet loss and ping times. This is an excellent way to check out your ISP's backbone conditions. http://www.netstat.net/Internet Weather
(below URL) does the same thing as the above Net Stat but has most of the other backbones listed that Net Stat lacks. http://routes.clubnet.net/iw/
QUAKE 2 AND US Robotics X2 MODEM SETUP TIPS
This webpage has all the latest tips for USR X2 users to help you stabilize and lower your ping during Quake 2 Internet play.
http://www.navpoint.com/~zephed/qx2.html
Here is another trick for USR X2 users to eliminate the fluctuating pings associated with X2 connections. Go to Start->Settings->Control Panel->Modem->Properties->Connection->Advanced and in the "extra settings" box, add this: S32.5=1
56K connections have been proven to cause high fluctuating pings with some users. This disables X2 connections and makes your modem connect at only 33.6. Or if your ISP has a 33.6 dial in number. You can just dial into your ISP's 33.6 modem bank when you want to play online Quake 2 instead of adding the extra setting.
HOW TO GET GOOD PINGS (by Crime)
A very comprehensive page with all the tricks to get good pings in Quake. This page comes highly recommended by my good friend "The Flying Penguin".
http://birdman.logicquest.com/pingpage.html#_Toc794
NET_STAT COMMAND FOR GL QUAKE
Just thought I'd throw this one in here. Gives packet loss info for Regular Quake and Regular GL Quake. By typing "net_stats" at the console you will presented with a packet loss chart. Look at the "dropped data grams". This is the important value to check. It is dropped packets and this is what causes freezing gameplay. Each packet that is lost will cause you to freeze for a second or 2. It will keep a running total of the values from the time you sign onto the server. If your packet loss is high. Get a better ISP.
Direct Connection and Modem Play:
The current version .97 of GL Quake does not offer the option of "direct" or "modem play". Only TCP/IP (internet, the one we love) and IPX are offered in the multi player menu.
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Troubleshooting GLQuake/GL Quakeworld
Before trying any of the fixes below, get the latest version of GL Quake or GLQW, the latest 3/23/98
mini gl and make sure you have the latest drivers recommended by your video card manufacturer. I cannot stress the importance of this enough. Go to this website to get the latest drivers for your video card. http://www.3dfx.com/download/sdk/index.htmlCANOPUS PURE3D FAQ
http://www.canopuscorp.com/pure3d/p3d_support_faq.htm
DIAMOND MONSTER 3D FAQ
http://www.diamondmm.com/products/faqs/monster-3d.html
ORCHID RIGHTEOUS 3D (go to "TECH" then FAQ)
3DFX NEWS GROUPS FOR ALL 3DFX BASED VIDEO CARDS AND RELATED TOPICS
http://www.3dfx.com/links/news_groups.html
Q.
What does this "-window" switch do?A. -window
: lets you run gl quake in a window. It won't really run in a window. But this is very helpful in eliminating many problems when running Gl Quake. This should be the first thing you try if you have problems with anything (errors, black screens, desktop switching resolutions, can't run in 512x384 and icons changing positions etc.) Using "-window" can hide part of the messages that appear at the top of the screen on some systems. It just depends on the system.Q. Why is GLQuake
Crashing on Startup?A. Memory is usually the problem: Make sure you have at least 16 megs of RAM (32mb for netplay) and a 100MB swapfile allocated in Windows '95. If you do have both, try defragmenting your machine to make sure the swap file isn't fragmented. If this doesn't work, check your drivers for the latest versions.
Q. Why is GLQuake
Running so Slowly?A. If you have a 3Dfx card, check to make sure you have the correct OpenGL32.dll that came with GL Quake installed in your QUAKE directory. If you do not have a 3Dfx card it is likely that your card does not support the features necessary to run GLQuake, or your drivers are not correctly installed.
Q. When executing the GLQW batch file I get a
black screen with sound or I am kicked back to the desktop and the GLQW.BAT MS Dos window is there. How can I fix this?A. Try this:
1. Right click on your GLQW batch file and select properties.
2. Select "program" tab.
3. In the space next to "run", select "minimized".
4. Put a check next to "close on exit".
5. Hit "apply" then "OK"
Q. Why Do I Need A
High Frame Rate (FPS)?A.. For instance, during multi-player games when there are a lot of players on the screen all shooting rockets. Or when running "mods" such as ThunderWalker CTF or PainKeep, Quake will run somewhat slower, thus reducing the frame rate. Also, the Quake engine slows down considerably in maps with large open areas. This happens in several places in the Quake Mission Packs. Having a higher available FPS prevents the game from bogging down in these situations. Essentially, the higher the available frame rate, the better.
Q. What is "
NO RGB FULLSCREEN MODES AVAILABLE"?A. This simply means you need to set your desktop color palette to at least "16-bit high color". Go to "control panel/display/settings" to set the color palette.
*setting to "24 bit" MAY give the error message "specified video mode not available".
Q. My Voodoo won't install correctly and I am getting errors when trying to run games.
A. To install your Voodoo drivers. First remove your Voodoo from your device manager. If it is not listed under "sound, video and game controllers" in the device manager, look under "other devices" in your device manager and remove the "PCI multimedia device". Then go to your "windows/inf/other" folder and delete any .inf files that are related to any old 3D cards you have removed and any current drivers for your Voodoo. Then reboot and Win95 will detect the Voodo. Direct (browse) Win95 to the folder where you have the Voodoo drivers. Then it may ask for your Voodoo CD for a Direct X file. If it does, just direct it again to the folder where the Voodoo drivers are located.
Q. Why does my Voodoo and
S3 968/868 lock up in GLQuake?A.. S3 968 and 868 chipsets may mis-report the mapped memory used. There is a chance that your Voodoo Graphics card will be assigned by Plug and Play a memory range that is used by the S3 card, but not reported. The Voodoo Graphics card can be relocated by:
Windows 95 Users: Please download the S3 Fix kit from:
http://www.3dfx.com/software/download_s3fix.htmlWindows NT Users: An NT service called NTREMAP is installed when Glide is added to an NT system. NTREMAP can change the memory address of a Voodoo Graphics board and prevent a conflict with an S3 card.
To use NTREMAP, add the following registry values to:
\HKLM\Software\3Dfx Interactive\NTRemap
EnableNTRemap DWORD 1 (HEX)
ForceAddress DWORD 12000000 (HEX)
The Force Address setting will vary, in this example 0x12000000 is used. This is normally free on most systems.
NOTE: If you use an address that over-writes another device, Windows NT may not boot. If such a problem occurs, power off the system and remove your Voodoo Graphics. Alter the registry to use a different memory range (or remove the ForceAddress setting). Then Reinstall the Voodoo Graphics card into your system.
Q. What does
WglCreateContect Failed mean?A .This is usually caused by trying to run an invalid video mode, i.e. 800x600 or too high a bit depth. You can try running with "-window" in the command line. In addition, using the older OpenGL32.DLL with the newer clients can cause this error. Make sure you're in at least 16 bit color on your desktop, and try running without command-line options. If your using Quake World add a folder in your quake directory and name it "qw". So the path will be "quake/qw". GLQW will set-up the inverse palette in the "qw" folder the first time you run GLQW. Also, as a last resort, set your 2d card refresh to 60hz.
Q. My image locks up immediately or after a small amount of time. I am not overclocking my 3DFX card, so I don't think it is a heat issue. I have reinstalled my 3DFX Video card drivers several times and I cannot eliminate this problem.
A. This is probably caused by a memory range conflict. Try installing your 3DFX card in PCI slot #1. This way WIN95 will assign a memory range to the 3DFX card first and then assign a memory range to the other PCI slots. The PCI #1 slot is most likely closest to the ISA slots, but not always. Some mother boards have the PCI #1 slot assigned to the farthest PCI slot from the ISA slots. PCI slots are the short slots for cards and ISA are the long slots for cards. Also your mother board may not allow a card in both the ISA and PCI slot
next to one another at the same time. You can have one or the other, but not both. The reason is the PCI and ISA slot next to one another share connectors. So in other words, if you have 4 ISA slots and 4 PCI slots, you can have a total of only 7 cards occupying slots and the empty slot must be either one of the PCI or ISA slots that is right next to one another. Check you mother board manual.
ORCHID R3D DEFECTIVE RAM
Some of the early Orchid R3D cards had RAM Chips that say "SEC" on the RAM Chips. The early cards had problems with lock up especially if they were overclocked the least bit. All you have to do is look at the RAM chips and if they say "SEC", then call Orchid customer service and they will send you a new R3D no questions asked. This was widely publicized on the Internet around June/July 97.
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Mystique/Millenium Fix
Problem: I have a Mystique/Millenium and a Monster 3d/Orchid Righteous etc., and when I start a 3dfx game, demo or benchmark, OR when I want open Win95 display properties by right clicking on the desktop, my computer locks up and I have to reboot.
Solution: Try moving your 3dfx card to PCI slot 1 and the Matrox card to PCI slot 4. When you restart your computer, Windows95 should notice the changes and assign resources accordingly. People have also had success with putting the cards in the opposite configuration: Matrox card in PCI slot 1 and 3dfx card in PCI slot 4.
Q
. Can I use two different manufacturer's Voodoo2 boards in SLI mode? (ie. One Diamond card and one Creative card?)A. No. They must be the same Voodoo II cards from the same manufacturer. (ie. two Creative Labs 12mb Voodoo IIs)
Q. Can I use two different configurations of the same manufacturer's Voodoo2 board in SLI mode? (ie. One 8MB and one 12MB board?)
A. No. They must be the same Voodoo II cards from the same manufacturer. (ie. two Creative Labs 12mb Voodoo IIs)
Q. What is Triple Buffering?
A. What triple buffering does is improve the frame rate up to a maximum of the monitor refresh rate - triple buffering will not get you results higher than monitor refresh, though. It just smoothes out the drawing time to approach the monitor refresh rate and allows the Voodoo II to get framerate (FPS) as high as the refresh rate. It allocates additional framebuffer memory to use for image storage. Normally you have 2 color buffers and 1 zbuffer. With these settings, you have an additional color buffer that the Voodoo2 will use to store an image it has already created but which has not yet been sent to the monitor. Otherwise, if all the buffers were full, the card would have to wait until it sent an image to the monitor before working on the next image. Older versions of the miniGL driver for Voodoo2 do not enable triple buffering by default – future releases will. The next release of the miniGL driver is scheduled 3/23/98. If you are using the latest 3DFX Voodoo II drivers, you will have a box to check in your Voodoo II control panel/advanced tab to enable triplebuffering. If you are using the latest drivers with this "check box for triple buffering" and want to enable triple buffering, just check the triple buffering box and add only the below autoexec.cfg lines and REMOVE the check from "Don't synch buffer swaps to monitor refresh rate for glide" in the Voodoo II control panel/advanced tab.
Add this to your Quake 2 autoexec.cfg
set gl_triplebuffer "1"
set gl_ext_swapinterval "1"
set gl_swapinterval "1"
The SET FX_GLIDE_ALLOC_COLOR=3 is not needed as checking the triple buffering box performs the same function.
Add this to your Quake 2 Voodoo II Batch File or Autoexec.bat (only if your drivers don't allow triple buffering to be checked from the Voodoo II control panel/advanced tab):
SET FX_GLIDE_ALLOC_COLOR=3
REMOVE the check from "Don't synch buffer swaps to monitor refresh rate for glide" in the Voodoo II control panel/advanced tab.
Now your FPS can go up as high as your refresh rate and you get no tearing that is associated with disabling sync, but you get the advantage of your FPS going as high as the refresh rate.
Q. What will give me better performance, "triple buffering" or "Don't synch buffer swaps to monitor refresh rate for glide"?
A. If you don't mind the slight image tearing associated with "Don't synch buffer swaps to monitor refresh rate for glide" then this will give better performance as your framerate is not restricted by the monitor refresh rate setting. With triple buffering enabled your framerate can never exceed your monitor refresh rate.
Q. What causes my toolbar to flicker?
A. The new 3/23/98 mini gl enables triple buffering by default. So add "set gl_triplebuffer 1" to your autoexec.cfg and it will stop.
Q. Can I use the Monster 3D Voodoo II drivers with my Creative Labs Voodoo II.
A. The latest Monster 3DII drivers prevent. The latest version of the Monster 3DII drivers won't allow any Voodoo II except the Monster 3DII to work. The Monster drivers have a detection utility and if it detects any card other than the Monster it won't work.
Q. My Voodoo II won't install correctly and I am getting errors when trying to run games.
A. To install your Voodoo II drivers. First remove your Voodoo II from your device manager. If it is not listed under "sound, video and game controllers" in the device manager, look under "other devices" in your device manager and remove the "PCI multimedia device". Then go to your "windows/inf/other" folder and delete any .inf files that are related to any old 3D cards you have removed and any current drivers for your Voodoo II. Then reboot and Win95 will detect the Voodoo II. Direct (browse) Win95 to the folder where you have the Voodoo II drivers. Then it may ask for your Voodoo II CD for a Direct X file. If it does, just direct it again to the folder where the Voodoo II drivers are located.
Q. After installing two Voodoo II boards for Scanline Interleave (SLI), I only see a black screen (or a black screen with occasional horizontal streaks) on my monitor when the Voodoo2 is activated.
A. The solution to this problem is to switch which Voodoo2 board your monitor is connected to (also move the pass-thru cable from your 2D card to the same Voodoo2 board that is connected to your monitor).
The way the Voodoo2 initialization code currently works is the first board the 3Dfx PCI library finds is setup to be the video/monitor "Master." The other board in the SLI set is setup to be the video/monitor "Slave," and will not generate valid video output. The difficulty is that there is no way by looking at your system to determine which board will be found first by the PCI library (in some systems, it's the board closest to the CPU -- in other systems, it's the board furthest from the CPU). So, for early releases of the Voodoo2 drivers, you may have to manually swap which board is connected to the monitor for proper SLI functionality.
Q. Can I disable "vsync to monitor refresh rate" with Voodoo2 running in SLI mode?
A. Yes, although your results may vary. If you are running Voodoo2 in SLI mode with vsync disabled and experience visual anomalies (notably the appearance that every other scanline is missing, or one scanline being a frame ahead of the other) turn vsync on, which will force the boards to swap buffers together.
Q. How can I adjust my monitor refresh rate in a batch file with the Voodoo II if I don't want to set it in my Voodoo II control panel?
A. The monitor refresh rate must be set for each video mode resolution with the below variables:
SET SSTV2_REFRESH_512x384=60/75/85/120
SET SSTV2_REFRESH_640x400=60/75/85/120
SET SSTV2_REFRESH_640x480=60/75/85/120
SET SSTV2_REFRESH_800x600=60/75/85/120
SET SSTV2_REFRESH_1024x768=60/75/85/120
Example: SET SSTV2_REFRESH_800x600=75
Q. I have installed my new Voodoo II video card and I don't have a Voodoo II tab in my Control Panel/Display.
A. You can only have up to a TOTAL of 12 tabs in your under "control panel/display".
1) First back up the registry in case you screw up something.
2) Go to "start/run" and then type in "regedit". Then find the below key in your registry:
"HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Controls Folder\Display\shellex\PropertySheetHandlers\"
Check how many entries for display tabs you have in the above key. Under Win95, you are stuck with 4 tabs (Background, Screen Saver, Appearance, and Settings) which do not show up here. If you have more than 8 under this registry key, you won't see anymore than 8 plus the 4 you are stuck with in your display tab. These 8 plus the 4 you are stuck with equals 12 tabs. If there is a tab you never use, you can remove it here. If there is a tab for hardware you replaced or removed, but didn't delete it from Control Panel\System\Device Manager before removing from your system, delete that tab here.
3) Then reboot for your new display tab to take place.
Q. I am having problems trying to run my Voodoo II with my S3 Virge 868/968.
A
.. Get the S3 Fix 868/968 Fix Kit from 3DFX at the below URL.http://www.3dfx.com/software/download_s3fix.html
-------------------------------------------------------------------------------------------------------------------------------
If you feel this GL Quake/QW Tweak Guide is a great source of information and you want to help me out, please drop a few dollars in an envelope and mail it to me. I have spent hundreds of hours on research to write this guide and many hours keeping this guide up to date and giving email tech support for no money whatsoever. If you decide to send it, thank you in advance.
Brett Jacobs
161 Dale Drive
Spartanburg, S.C.
29307
USA
Best Regards,
Brett "3 Fingers" Jacobs
bjacobs@home.com
For the most comprehensive guide on tweaking
Quake 2You Can Download The Latest Version Of "The 3 Fingers' Quake 2 Tweak Guide" At:
http://www.voodooextreme.com/3Fingers/
For The Latest Version Of The 3 Fingers' Ultimate Tweak Guide For GL Quake & GL QW
http://www.voodooextreme.com/3Fingers/
Thanks go out to all the GL Quake gurus (Zoid, John Carmack, Zanshin, The Flying Penguin and 3DFX) for helping me with much of the information contained in this guide.
Also thanks sCary for making the Bigass1 Demo.
For All The Latest Voodoo News Visit Voodoo Extreme:
http://www.voodooextreme.com/
Here is the autoexec.cfg (frontend.cfg) I use for
GL Quake World and Thunder Walker. I have all the below in my frontend.cfg in the quake/id1 folder. Frontend.cfg must be set to "read only" in frontend.cfg properties to keep GameSpy from deleting commands.bind "TAB" "+showscores "
////shows players ping and scoresbind "`" "toggleconsole "
bind "*" "echo Commit Suicide;kill"
bind "ESCAPE" "togglemenu "
bind "0" ""
bind "1" "impulse 1 "
bind "2" "impulse 2 "
bind "3" "impulse 3 "
bind "4" "impulse 4 "
bind "5" "impulse 5 "
bind "6" "impulse 6 "
bind "7" "impulse 7 "
bind "8" "impulse 8 "
bind "9" ""
bind "/" "impulse 10"
bind "=" "say Thanks!!!"
bind "+" "say YES..."
bind "-" "say NO...."
bind "a" "say_team I'm Going For Armor Or Something, BRB!!"
bind "b" "say_team NEED HELP AT BASE (NOW)!!!!"
bind "c" "say_team IS OUR BASE CLEAR????"
bind "d" "say_team I'll Help Defend The Base!!!!"
bind "e" "say Oooooops!!!!!"
bind "f" "say_team I'm Going After Their Flag.(or ours)"
bind "g" "echo Drop Ammo;impulse 20"
\\\\give your teammates packs of ammo of current weapon selectedbind "h" "hel0"
\\\\\rotating "hellos" w/ "h" keyalias hel0 "say Hello!!!;bind h hel1"
alias hel1 "say Shalom!!!!!;bind h hel2"
alias hel2 "say Bon Jour!!!;bind h hel3"
alias hel3 "say Mon Ami!!!;bind h hel0"
bind "i" "say_team INCOMING ENEMY HAS QUAD!!!!"
bind "j" "say (: (: (: (: (:"
bind "k" "say_team PLEASE Give Me Rockets!!!(impulse 20)"
bind "l" "say_team STAY CLEAR OF FIRING ROCKET LAUNCHER!!!"
bind "m" "bas0"
alias bas0 "say_team The Enemy Has Our Base!!;bas1"
alias bas1 "say_team We Must Retake Our Base, NOW!!;bind m bas0"
bind "n" ""
bind "o" "say OUCHIE, Nice Shot!!!"
bind "p" "users;echo PLAYER NUMBERS......"
bind "q" "say_team Keep QUAD, PENTAGRAM and RING From Enemy!!!"
bind "r" "say_team WE NEED OUR FLAG PLEASE!!!!!"
bind "s" "say_team MOVE YOUR ASS GRAMPA!!!!!!"
bind "t" "echo All Player Mode;messagemode"
\\\\\talk to all playersbind "u" "say See Ya..."
bind "v" "say_team GOOD JOB MEN!!!!!!!!!!"
bind "w" "say_team MY HEALTH IS CRITICAL (Flag Carrier)!!!!"
bind "x" "net1"
\\\\\\turns netgraph on and off (QW)alias net1 "r_netgraph 1;b4;echo Graph ON...;wait;bind x net2"
alias net2 "r_netgraph 0;b4;echo Graph OFF...;wait;bind x net1"
bind "y" "echo Team Mode;messagemode2"
\\\\talk to your team onlybind "z" "say_team I NEED A RUNE!!!!!;wait;wait;wait;wait;say_team IF YOU SEE ONE LET ME KNOW!!!"
bind "," "say_team HOW BOUT SHARING SOME OF THOSE PACKS!!!"
bind "UPARROW" "+forward "
bind "DOWNARROW" "+back "
bind "LEFTARROW" "+moveleft"
bind "RIGHTARROW" "+moveright"
bind "SHIFT" "+speed"
bind "ENTER" "+jump"
bind "ALT" ""
bind "CTRL" "+cr"
\\\\circle strafealias +cr "cl_forwardspeed 180;+moveright;+left"
alias -cr "cl_forwardspeed 500;-moveright;-left"
bind "." "+lookdown"
bind ";" "+lookup"
bind "'" "impulse 47;echo AIRFIST"
\\\\airfist for Thunder Walkerbind "SPACE" "say_team Extend The Defense For Flag Carrier!!!!"
bind "]" "say_team BASE IS CLEAR!!!!!!!!!"
bind "[" "say_team I Can't Get An RL!!!! Need Cover Fire!!!!"
bind "F1" "echo Drop Weapon;impulse 21 "
\\\\throws the weapon you currently have selectedbind "F2" "echo Flag Status;impulse 23 "
\\\\\gives status of teams flags. Where flags are or who has thembind "F3" "impulse 180;echo RUNE DESCRIPTION"
\\\\\F3 & F4 are for Thunder walkerbind "F4" "impulse 181;echo RUNE DROP"
bind "F5" "water1"
\\\\\\to turn off water transparency on unvised maps (GL)alias water1 "r_wateralpha 1;a5;echo CLEAR WATER SURFACE OFF...;wait;bind F5 water2"
alias water2 "r_wateralpha .3;a5;echo CLEAR WATER SURFACE ON...;wait;bind F5 water1"
bind F6 "push1"
\\\\\\adjusts pushlatency on the fly(QW)alias push1 "pushlatency -125;echo pushlatency -125;bind F6 push2"
alias push2 "pushlatency -150;echo pushlatency -150;bind F6 push3"
alias push3 "pushlatency -175;echo pushlatency -175;bind F6 push4"
alias push4 "pushlatency -200;echo pushlatency -200;bind F6 push5"
alias push5 "pushlatency -225;echo pushlatency -225;bind F6 push6"
alias push6 "pushlatency -250;echo pushlatency -250;bind F6 push7"
alias push7 "pushlatency -275;echo pushlatency -275;bind F6 push8"
alias push8 "pushlatency -300;echo pushlatency -300;bind F6 push1"
bind "F7" "say_team THE TEAM WITH THE BEST DEFENSE WINS!!!;wait;wait;wait;wait;say_team NO DEFENSE = WE LOSE!!! "
bind "F8" "say_team KEEPING OUR FLAG IS THE MOST IMPORTANT THING!!!;WAIT;WAIT;WAIT;WAIT;say_team NO POINT IN GETTING ENEMY FLAG W/O DEFENSE!!!"
bind "F9" "say_team TEAM, Everyone Attack Enemy Base Now!!!;wait;wait;wait;wait;say_team Haste & BM RUNE, Stay On Defense!!!!"
bind "F10" "col1"
\\\\turns on and off randomly rotating neon topcolors (QW). I do this when I want attention.(:(:alias col1 "topcolor 666;b4;echo NEON COLORS;wait;bind F10 col2"
alias col2 "topcolor 3;b4;echo GREEN TOP COLOR;wait;bind F10 col1"
bind "F11" "echo BLUE TEAM;color 3 13"
\\\\use F11 & F12 to change teams in CTF if server allows it.bind "F12" "echo RED TEAM;color 3 4"
bind "PAUSE" ""
bind "\" "echo ROCKET LAUNCHER selected.; impulse 7;wait;impulse 7"
bind "END" "echo GRENADE selected.; impulse 6;wait;impulse 6"
bind "PGDN" "echo SHAFT selected.; impulse 8;wait;impulse 8"
bind "DEL" "bes1;wait;bes2;wait;bes3;echo BEST WEAPON..."
\\\selects best weapon of shotgun, dbl shotgun or supernailalias bes1 "impulse 2;wait;impulse 2"
alias bes2 "impulse 3;wait;impulse 3"
alias bes3 "impulse 5;wait;impulse 5"
bind "MOUSE1" "+attack"
\\\\\fire button.bind "MOUSE3" "+grap"
\\\\selects and fires grapple with 1 press of key.alias +grap "impulse 22;wait;impulse 22;wait;+attack"
\\\\see option #2 grapple hook bind at the end of this config filealias -grap "-attack"
bind "MOUSE2" "+jump;wait;wait;wait;wait;jattack"
\\\\jumps and fires 1 round. (use only with RL or shotguns)alias jattack "+attack;wait;-attack"
-lookup
\\\\use this if your view is stuck looking up, when entering a game.+mlook
\\\\\\leaves mouse look ON all the timem_pitch "-0.020000"
\\\\\mlook, up and down sensitivity (minus "-" inverts mouse)m_yaw "0.022"
\\\\\mouse spining sensitivitym_forward "0"
\\\\no walking when sliding mousesensitivity "3.5"
\\\\\overall mouse sensitivitylookstrafe "0"
lookspring "1.000000"
\\\\weapon springs to center w/o mlook (for my daughter or newbie friends that use my computer)cl_backspeed "500.000000"
\\\\forward speed (limited to server sv_maxspeed)cl_forwardspeed "500.000000"
\\\\backward speed (limited to server sv_maxspeed)cl_sidespeed "350.000000"
\\\\sidestep speed (limited to server sv_maxspeed)bgmvolume "0.000000"
\\\\CD Music volumevolume "1.200000"
\\\\game sound effects volumeviewsize "100"
\\\\\sets size of screen image (120 is max)crosshair "1"
\\\crosshair ON, 2 will give red led crosshair in QWexec "3fingers.scr"
\\\\\execs my name script on game start upshowturtle "1"
\\\\\displays turtle icon on screen when FPS drop below 10showram "1"
\\\\\\\displays RAM icon if you run out of RAMshow_fps "1"
\\\\\\\displays FPS in real time on QW2.10 (QW)scr_conspeed "5000.00"
\\\\console up and down speedv_kickpitch "0.0"
v_kickroll "0.0"
\\\\\\\ 3 "v_kick" commands= no bouncing side to side when your hit with rockets or grenadesv_kicktime "0.0"
cl_bob "0.0"
\\\\weapon does not bob up and down when walkingcl_rollangle "0"
\\\\\no leaning when corneringcl_upspeed "1000.00"
\\\\\speed going up and down in waterr_mirroralpha "1"
\\\\no mirrors (GL)r_shadows "0"
\\\\\ no shadows (GL)gl_flashblend "0"
\\\\\\ no flashball (GL)r_wateralpha ".3"
\\\\\\\set to 1 if your maps are not vised (GL)gl_polyblend "0"
\\\\\no colored screen when getting quad, ring, 666 and take damage (GL)gl_triplebuffer "1"
m_filter "1"
\\\\\smooths out mouse movementgl_playermip "2"
\\\\\\player skin blurriness (GL)_snd_mixahead ".14"
\\\\\fix for sound studdering (GL)gl_keeptjunctions "0"
\\\\\fps boost (GL)gl_subdivide_size "1024"
\\\\sky slowdown fix subdivision (GL)cl_sbar "1"
\\\\gives old style tool bar in QWcl_hudswap "0"
\\\\\swaps new HUD display in QWnoaim "0"
\\\\autoaim on (QW)msg "1"
\\\\\message control (QW)rate "3000"
\\\\sets initial rate on game start (QW)pushlatency "-100"
\\\\\\sets initial pushlatency on game start (QW)cl_predict_players "1"
\\\\other player prediction ON (QW)cl_nopred "0"
\\\\prediction of my player ON (QW)cl_nodelta "0"
\\\\\delta compression ON (QW)r_netgraph "0"
\\\\turns off netgraph on startup if I left it on when I closed out the prior game (QW)setinfo w_switch "7"
\\\\directs highest weapon to switch to when grabbing weapon (QW)setinfo b_switch "5"
\\\\\directs highest weapon to switch to when grabbing backpack (QW)topcolor "3"
\\\\\sets shirt color on game start up (QW)team ""
\\\select team name (QW)skin "8"
\\\\selects the skin I use (QW)noskins "1"
\\\\skins disabled (QW)cl_crossy "0"
cl_crossx "0"
bind "PGUP" "ft4"
\\\\turns colored screen on and off for quad,666, health damage etc.(GL)alias ft4 "gl_polyblend 1;a5;echo COLORED SCREEN ON...;wait;bind PGUP ft3"
alias ft3 "gl_polyblend 0;a5;echo COLORED SCREEN OFF...;wait;bind PGUP ft4"
bind "HOME" "aim5"
\\\\turns autoaim on and off (QW)alias aim5 "noaim 1;b4;echo AUTO AIM OFF...;wait;bind HOME aim6"
alias aim6 "noaim 0;b4;echo AUTO AIM ON...;wait;bind HOME aim5"
bind "INS" "plf4"
\\\turns flashball on and off (GL)alias plf4 "gl_flashblend 1;a5;echo FLASH BALL ON...;wait;bind INS plf3"
alias plf3 "gl_flashblend 0;a5;echo FLASH BALL OFF...;wait;bind INS plf4"
alias b4 "play buttons/switch21.wav"
\\\\play button sound waves for all 1 button togglesalias a5 "play buttons/airbut1.wav"
\\\\\ *(GL) applies to GL versions of Quake and QW. *(QW) applies to regular Quake World and GL Quake World \\2.10
----------------------------------------------------END FRONTEND.CFG-------------------------------------------------------------------------
OPTION #2 GRAPPLE HOOK BIND
The below alias will select and fire the grapple hook with one press of the key and when you release the grapple key, It will change back to what ever weapon you had selected prior to firing the grapple hook. If you want to hang, then just change to a weapon as normal while holding in the grapple hook key.
Its works great for me in Quake World with 100% reliability, but since Regular Quake is more sensitive to complicated binds, it may not be reliable in Regular Quake. Regular Quake users may have to add some "waits" here and there to get it to work just right. Just change "MOUSE3" to whatever key you want to bind it too.
bind "MOUSE3" "+grap"
alias +grap "impulse 22;wait;wait;wait;+attack"
alias -grap "-attack;wait;wait;impulse 69"
--------------------------
©Copyright 1998 3Fingers' GL Quake/QW Guide-------------------------------------* Copyright / Permissions
You are NOT allowed to commercially exploit this product, i.e. put it on a CD or any other electronic format that is sold for money without the explicit written permission of the author! This includes printed material or magazine cover CDs. If you plan on including this product in any format that is sold for money, I expect to be paid.
You MAY distribute this file through any electronic network (Internet, FIDO, local BBS etc.), provided you leave the document intact and unaltered. You are NOT allowed to extract parts of the document and distribute them. All Rights Reserved.
END