i have a couple of questions:
1) how do i run an FPS test on the demo (version 1.1)
2) will the point release upgrade it or is there a demoPR? (doubt it, but it
doesn't hurt to ask :)
3) anyone know where i can download a good config file
(i'll bring mine in from home tomorrow but i want another one to compare
against)
4) is it even possible to use custom configs with the demo.
cheers
[fobf]GAHN
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"SteveC" <b...@bla-bla.com> wrote in message news:993041781.1295.0...@news.demon.co.uk...
SteveC wrote:
>
> 1) how do i run an FPS test on the demo (version 1.1)
I haven't used the demo since I bought the game soon after release
but it was always done the same as the full version - just
/timedemo 1
/demo demo001
/timedemo 0
(don't forget that last line before you play!)
> 2) will the point release upgrade it or is there a demoPR? (doubt it, but it
> doesn't hurt to ask :)
If you know what you're doing you might be able to extract all the files
from the PR and replace them within the demo's directory structure. You
can open the .pk3 files with WinZip but then I don't know if the demo
will continue to work after that. It would be worth a try - see what happens
if you just run the PR, and if no luck, start with the executable, and
then the .qvm's and .dll's. It might just work. Please let us know!
> 3) anyone know where i can download a good config file
> (i'll bring mine in from home tomorrow but i want another one to compare
> against)
(See links at bottom of this post)
What type of config - for control, custom scripts (eg rocket jumps etc),
or for tweaking perfomance, or all at once?
I use whichever one takes my fancy out of the FPS (performance) .CFG's
from UpsetChap's site, and then I've got a bunch of them I've taken from
The Bind. All the scripts that do special things, I don't integrate into
one big .CFG, I call them separately from autoexec.cfg, one per line, and
that way if I don't want to use one of them, all I have to do is comment
out the relevant line, or remove the comment marks to put it back in. If
you do it this way, using scripts and tweak-CFG's from different places,
you can get the benefits of each script but be easilly able to alter your
setup without having to rewrite a large CFG file. Of course, if you'd
rather, you could just exec. all the tweaked-settings .CFG's to generate
one large default CFG, then add binds and custom scripts to it to make
one big file.
When I eventually learn how, I'm going to write some sort of user-inter-
face-only mod. that allows the player to select, from a menu, which
scripts and binds to include. I think Id should have done something like
this - to properly customise Quake 3 (or any Quake) requires too much
scripting, and you have to understand the basics of programming to do
it. Not everyone does, even though they may be a talented player. I think
it should be possible to write or download scripts and binds, and rather
than either exec'ing them from the console or calling them from
autoexec.cfg, you should be able to just select them to use whenever you
want from a menu within the game... that way you don't have to know
anything about programming to exploit scripting (because there are a
lot of good scripts you can just download), and it'd be more elegant.
I've always thought that the console is obviously extremely powerful,
but everything that it can do should be accessable through the UI some-
how, just point-and-click to use. You could go to extended settings
pages and since most of the console var's are just toggles, you could
check or uncheck a box. Var's that have numeric values could be entered
in a box or with Windows-style controls (sliders, up-downs etc). Of
course, you'd keep the console too, for people who prefer it, and it
would be the way to access uncommon or undocumented var's and settings
for people comfortable with operating that way. To me, the console rep-
resents a part of the interface that just isn't finished.
The Id guys have always had a reputation as superior programmers, going
right back to the Wolfenstein days (I regard their work prior to this
as not of the same standard - JC et al were still *becoming* good pro-
grammers at that point. Cdr. Keen was their first professional-standard
game, but still wasn't what you'd call an industry leader for its day).
So I'm sure they are totally comfortable working at text-level in the
console, but most games customers want to PLAY their games, not "program"
them, IMHO. Obviously it'd be well within Id's capabilities to move all
the console's features into the GUI; it seems it just didn't occur to
them to do so. I contend that if they did, it would make the more ad-
vanced features of the game accessable to more people, and might there-
fore extend its appeal; some great players out there may not be reaching
their full potential because they don't want to climb the learning curve
of operating a large piece of software like Quake 3 via a text console.
> 4) is it even possible to use custom configs with the demo.
I can't imagine why not but you'd have to try it and see. See if you can
use a script from The Bind or somewhere, make it into a file of its own
(eg rocketjump.cfg), then add the line "exec rocketjump.cfg" to autoexec.cfg
which should reside within \quake3\baseq3\ (This dir. may have a diff-
erent name in the demo, I can't remember... was it demoq3?)
>
> cheers
>
> [fobf]GAHN
Links:
Upsetchap's framerate and visual tweaks page:
http://ucguides.savagehelp.com/Quake3/FPS_visuals.html
The Bind (all kinds of scripts for quake 3):
http://www.planetquake.com/thebind/
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To email, replace spamblock with net in the address on this post.
noise wrote:
>
> When I eventually learn how, I'm going to write some sort of user-inter-
> face-only mod. that allows the player to select, from a menu, which
> scripts and binds to include. I think Id should have done something like
> this - to properly customise Quake 3 ... <snip>
After writing that, I went over to The Bind to get its address for
you, and it's a while since I'd be to that site. It's got some new
stuff, most interesting was someone's clever and complicated .CFG
that does something similar to what I was talking about...
http://hosted.dailyrush.dk/quake3menu/
The Bind describes it this way:
"I would also like to mention Quake 3 Menu, which is a huge script
that uses an in-game menu via echo that allows you to set virtually
any cvar and command known to man from the console. This guy has put
hours of work into this, and it shows. If you are one of those people
who would rather tweak your settings in the game rather that through
config files, then go check it out."
Exactly what I had in mind. I haven't tried it yet but it's only an
80kb download and it sounds excellent.
Anyway, what I would like to make is some kind of menu or interface
component that lets you select all the scripts, binds and other
customisations you want to use from within the game. I have seen
some game launchers for Q3 (and Quake and Q2, too) that can do some-
thing like that from windows - you select the .cfg(s) you want to
use and the game will start and run them automatically. I still think
the ideal way would be to be able to select them from within the game
itself, so I'm going to investigate writing maybe a mod that can do
it; I can't see how you'd write a script that can see what configs
exist within a directory, present a list of them and allow you to
select and execute them as you wish. Maybe it can be done, but I can't
see how. But that's exactly the idea with mod's anyway and it's about
time I put in the time to learn how to do it 8) Just don't expect me
to get it working in a hurry, if at all!
Regards, n.
lunch times are going to be a lot more fun now. I'll have a play with
extracting the PR and getting it to work over the next couple of days, I'll
keep you posted (not to confident I'll get it to work tho :).
I'm not to fussed about running scripts, just want to experiment the FPS for
the minute. Then I'll check out other bits. Are there scripts that improve
performance (FPS wise, I don't mean aimbot or anything :) or are scripts
just for rocketjumps etc?
Good luck with the mod
rgds
[fobf]GAHN
"noise" <no...@iinet.spamblock.au> wrote in message
news:3B30D38F...@iinet.spamblock.au...
SteveC wrote:
>
> cheers 4 all that m8 :)
welcome :)
>
> lunch times are going to be a lot more fun now. I'll have a play with
> extracting the PR and getting it to work over the next couple of days, I'll
> keep you posted (not to confident I'll get it to work tho :).
Thanks, I'd appreciate hearing how you go with it. If you turn up
anything handy be sure to post and share 8)
You can just shift-right click on any .PK3 file and then associate
it with WinZip, then when you double click a PK3 it will automatically
appear in Winzip and you can see all the files inside it - bloody good
idea of Id's to use good old zip technology 8)
Likewise you can make your own PK3's the same way - just make a ZIP file
and rename the extension from ZIP to PK3 and it'll work. Id says that
you can even use compression.
>
> I'm not to fussed about running scripts, just want to experiment the FPS for
> the minute. Then I'll check out other bits. Are there scripts that improve
> performance (FPS wise, I don't mean aimbot or anything :) or are scripts
> just for rocketjumps etc?
At the upsetchaps link there are 6 different performance scripts (I'd call
them a .CFG and something that makes new things happen, like auto-rocket
jumps, a script, just to differentiate but not that it matters).
I use the number 3 or 4 one on that page because my PC isn't real fast,
just a K6-3 450 with a voodoo3 and it can't handle good FPS with all the
visual fruit turned on. But UC's tweaking CFG's let you choose a .CFG
that lets you trade off performance or image quality as you wish, by
choosing the appropriate one, and what they mostly do is adjust obscure
settings that don't appear within the menus. Some of them speed things
up without even affecting anything you can see at all so it's a good
thing. Or you can use one that turns on ALL the best visuals at the
expense of speed, so it sounds like just what you were asking for.
>
> Good luck with the mod
Thanks! At this stage it's way above my abilities but I'd love to learn.
Let me know if you have any problems running these .CFG's, and how
they work with the demo.
>
> rgds
>
> [fobf]GAHN