Some section are very possible out of date and incorrect.
There is no warranty for and information in this document.
Spellings fixes, error fixes,etc .. are very appriciated.
Just send a mail to q3a...@quake.at.frob.org .
This document is aimed for the novice who had not yet
spent much time with Quake 3 Arena Test.
--- Cut here ---
Unofficial Quake 3 Arena Test F.A.Q.
Markus Fischer, Randy Thomas
last updated Sat Sep 4 12:05:51 MEST 1999
This document is aimed to provide a comprehensive pool of information
dealing with Quake 3 Arena Test versions.
______________________________________________________________________
Table of Contents
1. Introduction
1.1 Introduction
1.2 Legal
1.3 Where to get the Quake 3 Arena Test F.A.Q.
1.4 Current state of the F.A.Q.
1.5 Who maintains this F.A.Q. ?
1.6 Where can i send contribution to ?
2. General information about Quake 3 Arena Test
2.1 What is Quake 3 Arena Test ?
2.2 Credits
2.3 What Quake 3 Arena Test resources are available on the internet ?
2.4 What has changed between version v.w and x.y ?
3. Not yet sorted q/a
3.1 How do i remove demo restriction ?
3.2 How can i play against bots in Quake 3 Arena Test ?
3.3 What's with bots support with versions other than v1.05 ?
3.4 Why do i don't want weapon auto switching ?
3.5 Quake 3 Arena Test just crashes, i even don't see the console. Any debugging switches ?
3.6 How can I cheat and/or see all the weapons ?
3.7 How can I play Quake 3 Arena Test in third-person view ?
3.8 How can I execute scripts in Quake 3 Arena Test ? exec filename says can't exec.
3.9 How can I see my frame rate (frames per second, FPS) in Quake 3 Arena Test ?
3.10 What is a "Server Protocol Version is XX" error and how do I fix it ?
3.11 How do I dump the console to a file ?
3.12 Has anyone successfully exec'd a cfg file on the command line or from the console. I can't get mine to work. Server says can't exec.
3.13 How can I find Quake 3 Arena Test servers on the internet to play on ?
3.14 I'm using a Mac, and can't find gamespy for the Mac.
3.15 I'm using Linux, and can't find gamespy for Linux.
3.16 Are there some player rankings / statistics available for Quake 3 Arena Test ?
3.17 When will the final version of Quake 3 Arena released ?
3.18 How can i get someone's IP Adress ?
3.19 How do i replace the crosshair in v1.07 and higher ?
3.20 How can I use skins ?
3.21 Where can I find add on maps ?
4. Hardware and driver issues about Quake 3 Arena Test
4.1 What Video Card should I buy to play Quake 3 Arena Test ?
4.2 How can I enable stencil buffer shadows ?
4.3 Voodoo 3 or TNT 2 ?
4.4 How can I get Q3test to run in 32 bit color ?
4.5 How can I use a Voodoo card on a Mac ?
4.6 I renamed xxx.dll to yyyt.dll and copied it into . . . now nothing works, please help!
5. Networking with Quake 3 Arena Test
5.1 How do I get Quake 3 Arena Test to use a different port ?
5.2 How can I play Quake 3 Arena Test over an IPX LAN ?
5.3 How can I play Quake 3 Arena Test through a Firewall / Proxy ?
6. Quake 3 Arena Test server configuration / handling
6.1 How can I tell Quake 3 Arena Test on Multihomed systems on which interface to listen ?
6.2 How can I play teamplay mode ?
6.3 How do I use remote console commands (rcon) in Quake 3 Arena Test ?
6.4 What does +set dedicated 2 do ?
6.5 How can I run Quake 3 Arena Test as a service on Windows NT ?
6.6 How do I run a dedicated Quake 3 Arena Test server ?
6.7 How do I run a dedicated server on Linux ?
6.8 How can I set a message of the day (motd) on my server ?
6.9 How do I get my server to do a map rotation ?
6.10 Does Quake 3 Arena Test support multiprocessors (SMP) ?
7. Demo recording in Quake 3 Arena Test
7.1 Basics about client demo recording
7.2 So, what's cool about demo recording ?
7.3 How can I play demo continous (rotate demos) ?
8. Technical background about Quake 3 Arena Test
8.1 What is the difference between bitmap and vertex lighting ?
9. Importing, converting and editing Quake 3 Arena Test data files
9.1 How can I export maps from 3DS MAX ?
9.2 How can i make those funny, colored names ?
9.3 Where can i find specification about the Quake 3 Arena Test mode file format ?
9.4 Where can i find a Doom to Quake 3 Arena Test map converter ?
9.5 How can can i convert Quake 2 Map for Quake 3 Arena Test ?
9.6 How can can i play Quake 2 Map in Quake 3 Arena Test ?
9.7 How can i add/remove Quake 3 Arena Test entities ?
9.8 How can view / edit / replace sounds and graphics in Quake 3 Arena Test ?
9.9 How can i remove the trailing smoke of the rockets ?
9.10 How do i best tweak the configuration to get faster framerates ?
9.11 How can i view my new skins without firing up Quake 3 Arena Test every time ?
9.12 How can i make my new skins work in Quake 3 Arena Test ?
9.13 How can i create my own maps for Quake 3 Arena Test ?
9.14 Where can i find a list for the shade commands ?
10. Quake 3 Arena Test console and config help
10.1 How do I make a config file for binding hotkeys and what directory should I put it in ?
10.2 Basic console help
10.3 What you can do with the console
10.4 No more aliases?
10.5 How can I do more than one action in a command ?
10.6 Variables you should set
10.7 Commands you should bind
11. Quake 3 Arena Test console commands
11.1 Audio
11.2 Cheat
11.3 Control
11.4 Demo
11.5 Developer
11.6 Joystick
11.7 Misc
11.8 Mouse
11.9 Networking
11.10 Preferences
11.11 Scripting
11.12 Server
11.13 Unknown
11.14 Video
______________________________________________________________________
1. Introduction
1.1. Introduction
This is the unofficial Quake 3 Arena Test F.A.Q. It is intended to
deal with all sort of information about Quake 3 Arena Test and the
awaiting final release Quake 3 Arena. The information ranges from
Gameplay issues to Hardware releated things about Quake 3 Arena Test.
1.2. Legal
You are allowd to
o get a copy of this F.A.Q. in any electronical form (as html, text,
sgml)
o distribute it as long as it is NOT modified
o mirror it (notify the authors)
You are not allowed to
o charge money for it
o distribute it modified
Doom, Quake, Quakeworld, Quake 2 and Quake 3 Arena are Trademarks
of id Software <http://www.idsoftware.com/>.
1.3. Where to get the Quake 3 Arena Test F.A.Q.
The latest version is hosted at <http://q3a.pcgame.com/>, thanks to
Randy Thomas. You can get the raw sgml sources from
<http://quake.at.frob.org/q3atfaq.tar.gz> and a html version is also
available at <http://quake.at.frob.org/q3atfaq/faq.html>. It is also
regulary posted to alt.games.quake3 <news:alt.games.quake3> (well, not
currently, but it's on my todo. Text version doess't look very useable
to me, yet).
1.4. Current state of the F.A.Q.
This is a very early state of this document. It's fairly incomplete
and lacks many things a F.A.Q. normaly should include. Currently it
only covers the Quake 3 Arena Test release, because ... there is no
final release yet ;) This is also my first F.A.Q. and the first time
use sgml <http://www.sgmltools.org/>. I thought i should do it the
right way from the very beginning.
1.5. Who maintains this F.A.Q. ?
This FAQ was originally started by Randy Thomas <mailto:half-
li...@i.am>, later converted to sgml and expanded by Markus Fischer
<mailto:mfis...@developing.at.frob.org>
1.6. Where can i send contribution to ?
You can send contribution, bug fixes, suggestion etc. to
q3a...@quake.at.frob.org <mailto:q3a...@quake.at.frob.org>.
2. General information about Quake 3 Arena Test
2.1. What is Quake 3 Arena Test ?
Basically, it is that what it is called, a Test Version, nothing more.
Quake 3 Arena Test includes a readme describing what it is :
+----------------+
| THIS IS A TEST |
+----------------+
We want to set the record straight from the outset. This is neither a
demo nor an ALPHA version of the final game and should not be expected
to behave as such. Q3Test is a test of Quake3: Arena's network technology
and graphics compatibility. While many of the game features that you will
see in this test are in a highly polished state, do not confuse this with
being anything other than what it is intended to be: a test. By running
this test openly on the Internet and on a multitude of local networks,
we hope to expose problems that could not otherwise be discovered on the
limited number of in-house systems and computer. That's why we need your
assistance for this test.
Furthermore, it is anticipated that there may be revisions and additions
made to the test that will make it incompatible with earlier versions.
Quake 3 Arena Test is the predecessor of Quake 2 which is the prede-
cessor of Quake and Quakeworld. While Quake and Quake 2 were mainly
aimed at single player gaming, Quakeworld and Quake 3 Arena Test only
support multiplayer.
id Software was working on a Mission Pack to Quake 2 when they
realized that it was allready so big, that they make a sequel to Quake
2, called Quake 3 which was supposed to use some features of the new
Trinity engine. But John Carmack came with an better idea, they
canceled Quake 3, and decided to work on Quake 3: Arena. Ant that is
were we are nearly at. This F.A.Q. deals with a test version of Quake
3: Arena released by id Software for testing new 3D engine and
multiplayer features.
2.2. Credits
No specific order :
o Randy Thomas <mailto:half...@i.am>
o Uwe Girlich <mailto:u...@planetquake.com>
o Mark Naunkovic <mailto:mna...@josefine.ben.tuwien.ac.at>
If you think you are missing, just tell me why and I will update
it.
2.3. What Quake 3 Arena Test resources are available on the internet
?
No specific order :
o Quake 3 Nation <http://www.quake3nation.com/>
o Q3Arena.Net <http://www.q3arena.net/>
o Quake 3 Post <http://quake.gamepost.com/>
o Q3 Center <http://www.q3center.com/>
o QuAke 2000 (dot) net <http://www.quake2000.net/>
o Quake 3 Arena <http://www.quake3arena.com/>
o PlanetQauke <http://www.planetquake.com/>
o QuakShugae 3 Land <http://www.quake-3.freeserve.co.uk/>
o the Shugashack <http://www.shugashack.com/>
o Quake 3 Rocks <http://www.quake3rocks.com/>
o Trinity: The Site <http://www.planetquake.com/trinity/>
o Quake3.Quakecity.Net <http://quake3.quakecity.net/>
o Gibmaster <http://www.gibmaster.com/>
o PLANETQ3.COM <http://www.planetq3.com/>
o Quake 3 Arena UK <http://www.quake3arena.co.uk/>
o Quake 3 Arena Depot <http://hosted.barrysworld.com/quake3depot/>
o Quake3 <http://Quake3.cybernet.be/>
o Quake 3 Arena <http://www.fortunecity.com/underworld/mission/254/>
o Quake III Unofficial Page <http://www.valhalla.com.pl/quake3/>
o The Q3 Vault <http://members.xoom.com/Q3Vault/>
o S T O M P E D <http://stomped.com/>
o PlanetQuake3.Net <http://www.planetquake3.net/>
o Quake3 Maps,Patches,Skins and other Files
<http://q3maps.dynip.com/>
o The Quake 3 Map Arena <http://members.home.net/jacobk/>
o Quake 3 <http://www.moneychair.demon.co.uk/quake3/>
o Quake3 Stuff <http://website.lineone.net/~pimper/Index.html>
o Quake3 hq <http://quake3hq.com/>
o Quake 3 Source - The Quake 3 Resource Site
<http://www.quake3source.com/>
o quake 3 skin area <http://quake3skinarea.iscool.net/>
o Quake III Unoffical Page <http://www.valhalla.com.pl/quake3/>(seems
to be polish only ?)
o Quake.de - Die Quake Seiten
<http://www.quake.de/quake3/index.html>(german only)
2.4. What has changed between version v.w and x.y ?
o v1.03, first public release
o v1.05
o v1.06
(straight from the readme)
Well, the biggest thing that's new is the tournament map and the inclusion of
team play!
You can start a tournament game, or a team game from the "start server" menu
option.
Other new things:
* team follow1 <- follow player 1 as a spectator
* team follow2 <- follow player 2 as a spectator
* team scoreboard <- be a scoreboard
* change "restart" to "map_restart"
* team colorbars behind status
* new icons for weapons and ammo
* new light code
* changed "stopdemo" to "stoprecord"
* cg_simpleItems 1 now draws sprite items (significant speedup)
* blood trails behind gibs
* dynamic curve level of detail
* devmap <name> sets cheats 1, map <name> sets cheats 0
* skip all shell eject code when cg_brassTime 0
* multiprocessor acceleration "r_smp 1"
o v1.07
(straight from the readme, again :)
* team follow1 <- follow player 1 as a spectator
* team follow2 <- follow player 2 as a spectator
* team scoreboard <- be a scoreboard
* change "restart" to "map_restart"
* team colorbars behind status
* new icons for weapons and ammo
* new light code
* changed "stopdemo" to "stoprecord"
* cg_simpleItems 1 now draws sprite items (significant speedup)
* blood trails behind gibs
* dynamic curve level of detail
* devmap <name> sets cheats 1, map <name> sets cheats 0
* skip all shell eject code when cg_brassTime 0
* multiprocessor acceleration "r_smp 1"
**NOTE: Linux currently does not support multiprocessor acceleration. This
will be addressed in a future revision.
3. Not yet sorted q/a
3.1. How do i remove demo restriction ?
WARNING : READ THE EULA (End User License Agreement) THAT COMES WITH
YOUR Q3TEST VERSION BEFORE CONTINUING READING !THIS IS FOR EDUCATIONAL
PURPOSE ONLY ! IT'S NOT LEGAL, YOU HAVE BEEN WARNED !
DO NOT SEND ID BUG REPORTS WHEN USING ONE OF THOSE STEPS MENTIONED
BELOW !
o Version 1.05
o Windows
You must rename your q3test\demoq3 to q3test\baseq3. Place maps
into q3tesst\baseq3\maps.
o Linux
Either do as the windows version or make a symlink with ln -s
demoq3 baseq3. Maps belong to q3test/maps/.
o Version 1.06 and up
o Windows
Thanks to YoGrE, we don't need this exe patching thing anymore.
Just rename your demoq3 folder to baseq3 and put this named
productid.txt <http://quake.at.frob.org/files/misc/productid.txt>
into baseq3 .
3.2. How can i play against bots in Quake 3 Arena Test ?
Here is it for version v1.05 :
o Windows
First, the bot code is disabled in Quake 3 Arena Test v1.05 as
released by id Software. But we don't worry about that, because
some guys allready hacked it and found out how to enable this.
Unfortunatly, they only hacked the win32 executeable binary, so for
the moment only win32 users can play against bots.
At current, bots only use the gauntlet and the machine gun. They
pick up other weapons but unfortunatly don't use them. They appear
like all other players, have skin and attributes which can be
altered to change the level of difficulty.
Since there are different version of this bot patch and they are
nearly available at every site dedicated to Quake 3 Arena Test
v1.05, please check out the ``available resources''. Included is
also a readme how to set up the bots.
o Linux
Yes, finally we have it ! A hack for linux to support bots !
Unfortunately, the linux version is not capable of generating nav
files. You need the *.nav files generated from the windows version
and place them into q3test/baseq3/maps/. Here is how to proceed :
"Captain! There be bots here!"
Yes, I got it working (thanks to YoGrE! :')
Here's how to do it:
Starting at offset 0x242A0 of qagamei386.so, change these bytes:
E8 1F 38 FE FF 83 C4 0C 85 C0 75 08 E8 53 37 FE
to look like this:
E8 23 94 FE FF 83 C4 0C 85 C0 90 90 E8 5B 9E FE
Then, you'll need to put the appropriate 'nav' file(s) in baseq3/maps.
And, lastly, start a server (dedicated or not) and type at the console
There are a couple more things I need to do to 'clean' things up a
bit, but this seems to work.
Thanks to edelbrp and YoGrE for this one !
3.3. What's with bots support with versions other than v1.05 ?
Thanks for YoGrEs research :
I just finished d/l 1.06 and I'm sad to say we will have no bots for it.
Try this:
Start Quake3
type in the console:
set bot_enable 1
addbot Easy
map q3test1
Quake3 will fail to start the server complaining about a missing bot dll:
LoadLibrary("C:\q3test/qabotx86.dll") failed ....reason:
Looks like Carmack REALLY doesn't us to mess with them (the bots).
3.4. Why do i don't want weapon auto switching ?
Steve Humiston exlains why :
Auto switching can be annoying and downright deadly. It would be a
bummer to be circle strafing an opponent with the shotgun and
accidentally pick up a RL and kill yourself with the blast.
3.5. Quake 3 Arena Test just crashes, i even don't see the console.
Any debugging switches ?
Ryan had a tip on that
Go into your baseq3 folder and open your autoexec.cfg. Then add this
to it
seta logfile "1"
Then after you execute the quake3.exe; in your baseq3 folder will be a
file called qconsole.log.
3.6. How can I cheat and/or see all the weapons ?
Start Quake 3 Arena Test with the following parameter :
C:\Q3TEST\QUAKE3.EXE +SET CHEATS 1
for windows users
or
/usr/local/games/q3test/linuxquake3 +set cheats 1
for linux users
For windows users, substitute it with your appropriate drive and
directory, for linux users use your appropriate path. Start your own
server, and from within that game hit the F4 key. You can now cycle
through all the weapons. Some don't have models so you can't see
them.
You can also use devmap to start a map, cheats automaticaly get set to
1.
3.7. How can I play Quake 3 Arena Test in third-person view ?
Type cg_thirdperson 1 into the console.
Mad_Quaker posted a nice camera script:
// File with some camera commands. Not very useful for actual combat, but could be handy for
// testing skins and models, and just for goofing around with.
//
// by TomatoMan (slin...@crocker.com).
//
// Of course, you can bind the keys to whatever you want.
bind c "toggle cg_thirdperson" // toggle third-person perspective
bind [ "vstr tm_nextangle" // rotate camera left
bind ] "vstr tm_prevangle" // rotate camera right
bind = "vstr tm_nextrange" // zoom camera out
bind - "vstr tm_prevrange" // zoom camera in
set cg_thirdperson 0 // set default perspective
set cg_thirdpersonangle 0 // set default angle
set cg_thirdpersonrange 40 // set default range
set tm_10 "seta cg_thirdpersonangle 10;set tm_nextangle vstr tm_20;set tm_prevangle vstr tm_360"
set tm_20 "seta cg_thirdpersonangle 20;set tm_nextangle vstr tm_30;set tm_prevangle vstr tm_10"
set tm_30 "seta cg_thirdpersonangle 30;set tm_nextangle vstr tm_40;set tm_prevangle vstr tm_20"
set tm_40 "seta cg_thirdpersonangle 40;set tm_nextangle vstr tm_50;set tm_prevangle vstr tm_30"
set tm_50 "seta cg_thirdpersonangle 50;set tm_nextangle vstr tm_60;set tm_prevangle vstr tm_40"
set tm_60 "seta cg_thirdpersonangle 60;set tm_nextangle vstr tm_70;set tm_prevangle vstr tm_50"
set tm_70 "seta cg_thirdpersonangle 70;set tm_nextangle vstr tm_80;set tm_prevangle vstr tm_60"
set tm_80 "seta cg_thirdpersonangle 80;set tm_nextangle vstr tm_90;set tm_prevangle vstr tm_70"
set tm_90 "seta cg_thirdpersonangle 90;set tm_nextangle vstr tm_100;set tm_prevangle vstr tm_80"
set tm_100 "seta cg_thirdpersonangle 100;set tm_nextangle vstr tm_110;set tm_prevangle vstr tm_90"
set tm_110 "seta cg_thirdpersonangle 110;set tm_nextangle vstr tm_120;set tm_prevangle vstr tm_100"
set tm_120 "seta cg_thirdpersonangle 120;set tm_nextangle vstr tm_130;set tm_prevangle vstr tm_110"
set tm_130 "seta cg_thirdpersonangle 130;set tm_nextangle vstr tm_140;set tm_prevangle vstr tm_120"
set tm_140 "seta cg_thirdpersonangle 140;set tm_nextangle vstr tm_150;set tm_prevangle vstr tm_130"
set tm_150 "seta cg_thirdpersonangle 150;set tm_nextangle vstr tm_160;set tm_prevangle vstr tm_140"
set tm_160 "seta cg_thirdpersonangle 160;set tm_nextangle vstr tm_170;set tm_prevangle vstr tm_150"
set tm_170 "seta cg_thirdpersonangle 170;set tm_nextangle vstr tm_180;set tm_prevangle vstr tm_160"
set tm_180 "seta cg_thirdpersonangle 180;set tm_nextangle vstr tm_190;set tm_prevangle vstr tm_170"
set tm_190 "seta cg_thirdpersonangle 190;set tm_nextangle vstr tm_200;set tm_prevangle vstr tm_180"
set tm_200 "seta cg_thirdpersonangle 200;set tm_nextangle vstr tm_210;set tm_prevangle vstr tm_190"
set tm_210 "seta cg_thirdpersonangle 210;set tm_nextangle vstr tm_220;set tm_prevangle vstr tm_200"
set tm_220 "seta cg_thirdpersonangle 220;set tm_nextangle vstr tm_230;set tm_prevangle vstr tm_210"
set tm_230 "seta cg_thirdpersonangle 230;set tm_nextangle vstr tm_240;set tm_prevangle vstr tm_220"
set tm_240 "seta cg_thirdpersonangle 240;set tm_nextangle vstr tm_250;set tm_prevangle vstr tm_230"
set tm_250 "seta cg_thirdpersonangle 250;set tm_nextangle vstr tm_260;set tm_prevangle vstr tm_240"
set tm_260 "seta cg_thirdpersonangle 260;set tm_nextangle vstr tm_270;set tm_prevangle vstr tm_250"
set tm_270 "seta cg_thirdpersonangle 270;set tm_nextangle vstr tm_280;set tm_prevangle vstr tm_260"
set tm_280 "seta cg_thirdpersonangle 280;set tm_nextangle vstr tm_290;set tm_prevangle vstr tm_270"
set tm_290 "seta cg_thirdpersonangle 290;set tm_nextangle vstr tm_300;set tm_prevangle vstr tm_280"
set tm_300 "seta cg_thirdpersonangle 300;set tm_nextangle vstr tm_310;set tm_prevangle vstr tm_290"
set tm_310 "seta cg_thirdpersonangle 310;set tm_nextangle vstr tm_320;set tm_prevangle vstr tm_300"
set tm_320 "seta cg_thirdpersonangle 320;set tm_nextangle vstr tm_330;set tm_prevangle vstr tm_310"
set tm_330 "seta cg_thirdpersonangle 330;set tm_nextangle vstr tm_340;set tm_prevangle vstr tm_320"
set tm_340 "seta cg_thirdpersonangle 340;set tm_nextangle vstr tm_350;set tm_prevangle vstr tm_330"
set tm_350 "seta cg_thirdpersonangle 350;set tm_nextangle vstr tm_360;set tm_prevangle vstr tm_340"
set tm_360 "seta cg_thirdpersonangle 360;set tm_nextangle vstr tm_10;set tm_prevangle vstr tm_350"
set tm_nextangle "vstr tm_20"
set tm_prevangle "vstr tm_360"
set tm_d40 "seta cg_thirdpersonrange 40;set tm_nextrange vstr tm_d50;set tm_prevrange vstr tm_d40"
set tm_d50 "seta cg_thirdpersonrange 50;set tm_nextrange vstr tm_d60;set tm_prevrange vstr tm_d40"
set tm_d60 "seta cg_thirdpersonrange 60;set tm_nextrange vstr tm_d70;set tm_prevrange vstr tm_d50"
set tm_d70 "seta cg_thirdpersonrange 70;set tm_nextrange vstr tm_d80;set tm_prevrange vstr tm_d60"
set tm_d80 "seta cg_thirdpersonrange 80;set tm_nextrange vstr tm_d90;set tm_prevrange vstr tm_d70"
set tm_d90 "seta cg_thirdpersonrange 90;set tm_nextrange vstr tm_d100;set tm_prevrange vstr tm_d80"
set tm_d100 "seta cg_thirdpersonrange 100;set tm_nextrange vstr tm_d110;set tm_prevrange vstr tm_d90"
set tm_d110 "seta cg_thirdpersonrange 110;set tm_nextrange vstr tm_d120;set tm_prevrange vstr tm_d100"
set tm_d120 "seta cg_thirdpersonrange 120;set tm_nextrange vstr tm_d130;set tm_prevrange vstr tm_d110"
set tm_d130 "seta cg_thirdpersonrange 130;set tm_nextrange vstr tm_d140;set tm_prevrange vstr tm_d120"
set tm_d140 "seta cg_thirdpersonrange 140;set tm_nextrange vstr tm_d150;set tm_prevrange vstr tm_d130"
set tm_d150 "seta cg_thirdpersonrange 150;set tm_nextrange vstr tm_d160;set tm_prevrange vstr tm_d140"
set tm_d160 "seta cg_thirdpersonrange 160;set tm_nextrange vstr tm_d170;set tm_prevrange vstr tm_d150"
set tm_d170 "seta cg_thirdpersonrange 170;set tm_nextrange vstr tm_d180;set tm_prevrange vstr tm_d160"
set tm_d180 "seta cg_thirdpersonrange 180;set tm_nextrange vstr tm_d190;set tm_prevrange vstr tm_d170"
set tm_d190 "seta cg_thirdpersonrange 190;set tm_nextrange vstr tm_d200;set tm_prevrange vstr tm_d180"
set tm_d200 "seta cg_thirdpersonrange 200;set tm_nextrange vstr tm_d210;set tm_prevrange vstr tm_d190"
set tm_d210 "seta cg_thirdpersonrange 210;set tm_nextrange vstr tm_d220;set tm_prevrange vstr tm_d200"
set tm_d220 "seta cg_thirdpersonrange 220;set tm_nextrange vstr tm_d230;set tm_prevrange vstr tm_d210"
set tm_d230 "seta cg_thirdpersonrange 230;set tm_nextrange vstr tm_d240;set tm_prevrange vstr tm_d220"
set tm_d240 "seta cg_thirdpersonrange 240;set tm_nextrange vstr tm_d240;set tm_prevrange vstr tm_d230"
set tm_nextrange "vstr tm_d50"
set tm_prevrange "vstr tm_d40"
3.8. How can I execute scripts in Quake 3 Arena Test ? exec filename
says can't exec.
Look at section ``How can i enable self written scripts and add-ons
?''.
3.9. How can I see my frame rate (frames per second, FPS) in Quake 3
Arena Test ?
Type cg_drawFPS 1 into the console .
3.10. What is a "Server Protocol Version is XX" error and how do I
fix it ?
This basically means that your server runs another version of Quake 3
Arena Test than your client does.
Quake 3 Arena Test version protocol version
1.03 35
1.05 36
1.06 38
1.07 39
Quake 3 Arena Test version - protocol overview
You have to get the same version the server runs in orer to play
there.
3.11. How do I dump the console to a file ?
Use condump filename.txt in the console the file will appear in your
demoq3 directory.
3.12. Has anyone successfully exec'd a cfg file on the command line
or from the console. I can't get mine to work. Server says can't
exec.
Use the name q3config.cfg. Put it in the Q3demo directory. That's how
mine worked.
3.13. How can I find Quake 3 Arena Test servers on the internet to
play on ?
Try GameSpy <http://www.gamespy.com/>, QTracker
<http://qtracker.stomped.com/>, PingTool <http://www.pingtool.com/>,
Bowzer <http://bowzer.quakecity.net/>, GameExplorer
<http://explorer.barrysworld.com/>, Kali <http://www.kali.net/>, or
the id Quake 3 Arena Test Server List
<http://underworld.idsoftware.com/serverlist.html-ssi>.
3.14. I'm using a Mac, and can't find gamespy for the Mac.
Try Quakefinder <http://quakefinder.telefragged.com/> or the id Quake
3 Arena Test Server List
<http://underworld.idsoftware.com/serverlist.html-ssi>.
3.15. I'm using Linux, and can't find gamespy for Linux.
Try XQF <http://www.gtk.org/>, X11Spy <http://www.coastal.edu/~mwu0/>,
Q3Lister <http://linux.writtenword.net/> or the id Quake 3 Arena Test
Server List <http://underworld.idsoftware.com/serverlist.html-ssi>.
3.16. Are there some player rankings / statistics available for Quake
3 Arena Test ?
You might take a look at <http://www.theclq.com/>.
3.17. When will the final version of Quake 3 Arena released ?
When it's done.
3.18. How can i get someone's IP Adress ?
Mandark Astronomenoth had a quiet good explanation how to do it :
If you're at the server, type status at console. This will show you
what you need. If you're doing the admin thing remotely, you'll need
to proceed this with rcon <adminpassword>. This will NOT work if
you're on someone else's server and don't have an RCON password. You
can try dumpuser <username>, but that will only show you stuff like
their handicap and rate settings.
3.19. How do i replace the crosshair in v1.07 and higher ?
Many people coimplained about the new crosshair in v1.07, here are
solutions for windows and linux. rjdriver has also a nice collection
of crosshairs <http://members.aol.com/rjdriver/bullseye.htm>.
o Linux
o Remove demo restriction ( see ``How do i remove demo restriction
?'' )
o Create a dir ~/.q3a/baseq3/gfx/2d/ with mkdirhier
~/.q3a/baseq3/gfx/2d/
o Place your new crosshair into ~/.q3a/baseq3/gfx/2d/crosshairj.tga
For the start, you could just copy over the old one from v1.05 with
cp ~/q3test-1.05/baseq3/gfx/2d/crosshair.tga
~/.q3a/baseq3/gfx/2d/crosshairj.tga ( But therefore you have to
unzip your pak0.pk3 from v1.05 first )
o Windows
o Remove demo restriction ( see ``How do i remove demo restriction
?'' )
o Unzip your \baseq3\pak0.pk3\.
o Replace your \baseq3\gfx\2d\crosshairj.tga with your favorite one.
3.20. How can I use skins ?
After downloading a skin from one of the ``Quake 3 Arena Test
Resources'', you must place them into directory
baseq3/models/players/visor and activate them with model visor/<skin
name> .
3.21. Where can I find add on maps ?
I mirrored some maps <http://quake.at.frob.org/files/maps/> here. Just
unzip this file into your baseq3 directory, start Quake 3 Arena Test
and type exec maps.cfg. You can get a list of available maps with
maplist. Simply start one by typing map <mapname>.
4. Hardware and driver issues about Quake 3 Arena Test
4.1. What Video Card should I buy to play Quake 3 Arena Test ?
(From Brian Hook' .plan):
May 14, 1999 (late PM) ----------------------
doh! I'm a dork. Forgot to mention that it was with Q3TEST1.DM3.
Please stop asking me to test on a PVR Neon 250. We don't have one,
we haven't seen the specs on one, and PowerVR hasn't initiated any
discussion with us on the issue.
May 14, 1999 (early-late PM) ----------------------------
Well, the benchmarks are in. First off, I want to note that I
didn't test with anything overclocked, since I'm here to tell you
"how it is" out of the box, not "how it is" after you download 14
different guides on how to turn everything up so your computer is
just like one of John's cars: fast, when it's working.
I'm also beta testing with pre-production boards from anyone -- I
have a Matrox G400 and a Savage4, but these are pre-production
boards and I'm not entirely confident that numbers generated from
them would be valid.
Tests were done in two modes: 640x480 and 1280x1024. The former
stresses driver performance, the latter should stress hardware
performance. When possible the tests were run at 16 and 32-bit. For
some reason, the desktop resolution made a difference (probably the
desktop was consuming memory that the driver couldn't free), so to
make things "fair" we ran the game at the same color depth as the
desktop.
Options were set to the defaults ("normal").
Test machine was an Intel PIII/500 w/ 128MB of RAM. Sound was
disabled. We want to run the tests on an AMD K7, but our test unit
has some reliability problems. Drivers were pulled directly from
either 3Dfx's Web site or from GLSETUP.EXE, depending on which was
necessary for the adapter.
Adapter Res FPS Comment
3Dfx Voodoo3 3000 640x480x16bpp 51.6
NVidia RivaTNT2 640x480x16bpp 48.4
3Dfx Voodoo2 640x480x16bpp 46.9
NVidia RivaTNT 640x480x16bpp 46.6
ATI Rage128 640x480x16bpp 46.2
3Dfx Voodoo Banshee 640x480x16bpp 37.6
NVidia Riva128 640x480x16bpp 31.0
S3 Savage3D 640x480x16bpp 25.7
S3 Savage3D 640x480x16bpp 25.6 r_picmip 0
Intel i740 640x480x16bpp 25.0
Matrox G200 640x480x16bpp 23.1
ATI Rage Pro 640x480x16bpp 20.1
3Dfx Voodoo 1 640x480x16bpp 16.8 r_picmip 2
Rendition V2200 640x480x16bpp 15.9
NVidia RivaTNT2 640x480x32bpp 46.5
Nvidia RivaTNT 640x480x32bpp 40.8
ATI Rage128 640x480x32bpp 40.6
Matrox G200 640x480x32bpp 23.1
S3 Savage3D 640x480x32bpp 16.4
3Dfx Voodoo3 640x480x32bpp N/A 32-bit rendering not supported 3Dfx
Voodoo2 640x480x32bpp N/A 32-bit rendering not supported 3Dfx
Voodoo Banshee 640x480x32bpp N/A 32-bit rendering not supported
3Dfx Voodoo 1 640x480x32bpp N/A 32-bit rendering not supported
NVidia Riva128 640x480x32bpp N/A 32-bit rendering not supported
Intel i740 640x480x32bpp N/A 32-bit rendering not supported
ATI Rage Pro 640x480x32bpp N/A 32-bit rendering not supported
Rendition V2200 640x480x32bpp N/A didn't bother running the test
3Dfx Voodoo3 1280x1024x16bpp 23.1
NVidia RivaTNT2 1280x1024x16bpp 21.7
ATI Rage128 1280x1024x16bpp 18.1
NVidia RivaTNT 1280x1024x16bpp 15.7
Voodoo Banshee 1280x1024x16bpp 11.9
Matrox G200 1280x1024x16bpp 8.5
S3 Savage3D 1280x1024x16bpp 6.9
3Dfx Voodoo2 1280x1024x16bpp N/A not enough framebuffer RAM
NVidia Riva 128 1280x1024x16bpp N/A not enough framebuffer RAM
ATI Rage Pro 1280x1024x16bpp N/A not enough framebuffer RAM
3Dfx Voodoo 1 1280x1024x16bpp N/A not enough framebuffer RAM
Rendition V2200 1280x1024x16bpp N/A not enough framebuffer RAM
NVidia RivaTNT2 1280x1024x32bpp 13.1
ATI Rage128 1280x1024x32bpp 13.0
NVidia RivaTNT 1280x1024x32bpp 8.2
Matrox G200 1280x1024x32bpp 6.1
Specific Comments:
3Dfx Voodoo 3 3000:
Very very fast. Damn shame about that 16-bit thing. I fear the
3500.
3Dfx Voodoo 2:
Still holds its own after all these years. A lot of that is because
we actually leverage the hell out of its multitexturing capability.
Honestly, if you have a V2 and you're happy at 640x480, I don't see
a compelling reason to upgrade to something newer just for Q3TEST
(unless you REALLY want to spend your money).
3Dfx Voodoo Banshee:
Wow, not bad at ALL. Faster than a Riva128 and it looks better too.
Sure, there aren't many around, and I know a lot of Banshee users
out there feel like they've been orphaned (to which I say "Hey, at
least you didn't buy a Voodoo Rush"), so hopefully these scores
will perk you up.
3Dfx Voodoo Graphics:
No, it's not even competitive, but this was a Monster 3D (4MB
_total_), and it ran pretty well. Well enough that I think it's
quite playable. When turning down the lodbias and subdivisions and
switching to 512x384 it could post numbers > 20fps. A good card if
you're on a budget and a friend is willing to give you one. Then
again, being plugged into a PIII/500 didn't hurt either. :-)
ATI Rage128:
Good general purpose accelerator, right on par with a RivaTNT in
most cases.
ATI Rage Pro:
Let's be frank: it's not exactly an elite graphics accelerator.
However, there are more Rage Pros out there then there are atoms in
the universe, so we need to make sure we run on them and run with
reasonable performance. I'm generally happy with ATI's OpenGL
driver performance and quality. I don't think we can really polish
this one much more.
Intel i740:
Hey, for $49, it works, and it doesn't look that bad. It has
reasonable frame rate, it's robust as hell, and in general it just
works. If you need an accelerator and only have $50 to spend this
is the one to get. It has around 60Mpixels/second fill rate, and
the Banshee has around 90Mpixels/second fill rate. Banshee is about
50% faster, so it looks like both drivers are doing the best they
can given the backend they're working with.
Matrox G200:
Decent board, but its drivers could use some tweaking since in
theory it has performance on a par with a Banshee (~90
mpixels/second). Nice image quality and it has been reasonably
solid for us (it locks up the machine about once or twice a day).
NVidia Riva TNT2:
This was on an Elsa Erazor III, so I think it's just a regular
TNT2, not an Ultra. Um, it's real fast, I think that's about all I
can really say.
NVidia Riva TNT:
Still a very fast accelerator, even if it's being phased out by
newer chips like the TNT2. For < $100, it can't be beat. Seriously,
if you have < $100 and you need to upgrade, there is NO reason you
shouldn't get a TNT board from Creative (I hear that on pricewatch
etc. that you can find them for $75).
NVidia Riva128:
Fairly fast, but damn is it ugly. We tested with a 4MB one, so that
may be a factor in its performance. I wish we had a Riva128ZX, but
we're all out here and CompUSA didn't have any. Oh well.
And when I say "is it ugly", I am not talking about a subtle thing.
It is really, REALLY ugly, and the drivers we were running were
causing all kinds of grotesque things to happen. However, we've run
with a ZX before with nary a hitch, so that may have been a side
effect of using a non-ZX Riva128.
S3 Savage3D:
I have a feeling that the Savage3D isn't really getting a fair
shake here because its driver really need some work. If I get up to
date drivers, I'll let everyone know. One nice thing about the
Savage3D is that with its texture compression you can run at
"r_picmip 0" with very little performance loss.
Rendition V2200:
*sigh* It could have been a contender.
GENERAL COMMENTS:
We can run on just about anything, and we're pretty happy about
that. It's obvious that driver redistribution is going to be an
issue, but we will eventually have that solved (in time for our
retail release) so that hopefully people won't be returning Quake3
just because they can't get it to run.
If I had $50 to spend on an AGP accelerator, it would be a generic
Intel i740 board (e.g. Jaton). If I had $100 to spend on an AGP
accelerator, it would be a Creative Graphics Blaster TNT board. If
I had $150 to spend on an accelerator, I'd probably go with a TNT2.
If I had an unlimited budget, I'd probably either go with a 32MB
TNT2 Ultra or, if I REALLY didn't give a damn about 32-bit
rendering or Glide games (modulo the Creative Glide wrapper, which
I have no comment on at this time), then I'd definitely opt for the
V3 3500 when it comes out.
I'll eventually test a G400, Permedia3, and Savage4 and post those
results, although in all likelihood I'll have to redo all the tests
to remain valid.
Now that we have an "intern" (Eric Webb, who did all this
benchmarking for us here) of sorts on board I plan on doing more
benchmarking (well, actually I plan on having HIM do more
benchmarking, heh) since we'll have the bandwidth for that sort of
thing. Numbers on a K6-3 and PII/450 may be forthcoming if we have
the time.
Great, now I get to look forward to bug reports AND hate mail. Rock
out.
4.2. How can I enable stencil buffer shadows ?
To enable stencil buffer shadows (which are available only TNT, TNT2,
and Rage128 I think), you must be in 32-bit mode. Then enter the
following at the console:
r_stencilbits 8
vid_restart
cg_shadows 2
4.3. Voodoo 3 or TNT 2 ?
The Voodoo 3 card seems to be faster in some situation, but on the
other hand, the same can be said about the TNT 2. TNT 2 looks better
and also has some features the Voodoo 3 doesn't have, like AGP and
more memory (up to 32MB). Voodoo 3 is also handled as yesterdays
technology.
4.4. How can I get Q3test to run in 32 bit color ?
Switch your desktop to 32 bit color.. This only works on cards that
actually support 32 bit color (such as the ATI Rage 128, Riva TNT,
TNT2, S3 Savage 3, and Matrox G200 based cards).
4.5. How can I use a Voodoo card on a Mac ?
Read this <http://perso.club-internet.fr/flory/>.
4.6. works, please help! I renamed xxx.dll to yyyt.dll and copied it
into . . . now nothing
(From Brian Hook's plan)
Part of the confusion about copying 3DFXVGL to the Q3 directory and
renaming it to OPENGL32.DLL is that some people don't realize that
you can change to "Voodoo OpenGL" in the graphics options menu. For
example, some people have a Riva128 and a Voodoo 2, and the game,
by default, goes with the OpenGL ICD that is installed. To
circumvent this some people have been copying 3DFXVGL.DLL to
OPENGL32.DLL in the Q3 directory.
This will have all kinds of potentially nasty side effects. It's
really much easier if you just go do this:
] r_glDriver 3dfxvgl ] vid_restart
Or select "Voodoo OpenGL" in the Graphics Options menu.
Another potential source of confusion may be with those that have
installed either the 3Dfx Beta ICD (the older one that predates the
one in GLSETUP) or, in an unrelated form, have an installation of
Quake2 on their system that is somehow causing a conflict.
At this point my recommendations (for maximum safety):
- Quake2 uses the minidriver effectively, so don't mess with that.
Just use the latest 3DFX minidriver from 3Dfx and park that in your
Quake2 directory. Do NOT copy the minidriver into the Quake3
directory and attempt to use it! It will NOT work!
- do not attempt to use the Quake3 certified drivers from 3Dfx with
Quake2. I don't believe that 3Dfx has had time to adequately
qualify those drivers with Quake2, so that may be causing some
problems.
- make sure you don't have duplicate OPENGL32.DLL, 3DFXVGL.DLL, or
3DFXGL.DLL files floating around. This may cause conflicts or other
odd bugs. There should be a single OPENGL32.DLL (NOT a 3Dfx
supplied one!) in /windows/system; a 3DFXVGL.DLL in
/windows/system; a 3DFXGL.DLL in /quake2; and if you have a
Voodoo3, a 3DFXOGL.DLL in /windows/system.
- on Voodoo3/Banshee, make sure you are choosing "Default OpenGL",
NOT "Voodoo OpenGL". "Voodoo OpenGL" should only be selected if you
have a Voodoo Graphics, Voodoo 2, or Voodoo Rush installed and wish
to use it.
I apologize for any confusion, unfortunately this is the nature of
the beast when you can have two separate accelerators in your
system and, even worse, when you have shifting drivers from an IHV
that can support multiple of their cards depending on the
installation. Anyone that has been playing Everquest with a V2/TNT
combo probably has seen similar type things (with EQ you can use
DX6 Primary, DX6 Voodoo 2, or Glide Voodoo 2).
IF you can't get graphics to work on your system, please do the
following:
- if you have a Voodoo Graphics, Voodoo Banshee, Voodoo 2, or
Voodoo Rush: 1.) download the VERY latest Quake3-certified drivers
from www.3dfx.com and install them. Please be very careful that you
don't have any files like 3DFXVGL.DLL or OPENGL32.DLL residing in
your Quake3 directory.
- if you have a regular 2D/3D accelerator under Win9x, either
download the latest drivers from your respective hardware vendor's
Web site, OR download GLSETUP that will autodetect your hardware
and install up to date drivers. GLSETUP will be much larger, but if
you don't know what hardware you have, it will simplify things for
you immensely.
- if you are running Windows NT, download the latest drivers from
your hardware vendor's Web site and install them.
In ALL cases please make sure that you do not have any extraneous
OPENGL32.DLL or 3DFXVGL.DLL files residing in your system search
path. They should ONLY be in /windows/system, not in /quake3!
If you have been dicking around with files haphazardly (e.g.
q3config.cfg, unpacking the PK3 file, etc.), then you may have
inadvertently hosed your install. In that case, toast your current
installation, and re-install. One nice thing about the test being
multiplayer only is that you don't have to worry about any save
files!
If you are still having problems and you get an error dialog with
the console debugging output (it should have a lot of text and some
buttons like "Copy", "Clear", and "Quit" or something like that),
then copy that text and e-mail it to me.
If you do not get the above, then try running Q3TEST as follows:
quake3 +cvar_restart +set logfile 2
This should generate a file called QCONSOLE.LOG somewhere in your
/quake3 directory path. E-mail that to me.
No promises, but I'm working on trying to figure out why some
people are getting that weird problem on 3Dfx stuff. Right now the
VAST majority of bugs reported to me have to do with the new 3Dfx
drivers; ATI drivers on Windows NT; and some problems with AMD
machines. I'm trying to isolate this stuff so we can have a rock
solid retail release.
More info from 3Dfx (I think this was on their Web site):
- there are known problems (crash on startup) with the drivers from
3Dfx for VG, V2, and Rush on AMD systems with the ALi chipset.
Otherwise those drivers _should_ work on all AMD systems without
the ALi chipset.
Got this tidbit from a user:
"On NT machine (Dell Optiplex GX1MDSK 450+br) service pack 5, this
is our work machines, Q3 will run on the standard ATI rage pro chip
but only with older drivers (4.00.1381.1070, 4.0.0)."
Some more things:
- it's also relevant to me if you only see anomalies at certain
graphics options
- try "r_drawstrips 1" (doesn't require a vid_restart) if you see
"really weird shit all over your screen" on NVidia RivaTNT or
Riva128
When you mail in the QCONSOLE.LOGs, please send as much information
as possible about system configuration, what drivers you've used,
whether you used GLSETUP or downloaded drivers directly from the
manufacturer Web page, whether you're overclocking, chipset,
motherboard chipset, etc. etc. i.e. anything you think may be
useful to me.
I've got an AMD VIA/ALi chipset and Q3test won't work -- what can I
do?
(From Brian Hook's .plan)
You may need to upgrade your mainboard drivers. For VIA folks the
following URL should work:
[28]http://www.via.com.tw/drivers/index.htm
For ALi folks, I believe the problem is specific to 3Dfx. For
ALi/AMD/TNT folks, I assume there are newer drivers for the ALi
motherboard chipset somewhere.
Let me share with you my personal hell. Some people have a "Voodoo"
card and thus try to select "Voodoo OpenGL" in Graphics Options
even though everything is running just hunky dory. This is because
they are on a Voodoo3 or a Banshee, which is running just great,
except some users get mystified when the graphics options aren't
selecting "Voodoo OpenGL". So instead of leaving well enough alone,
they start copying and renaming files, and finding "bugs" in our
code where we load "3DFXVGL.DLL" instead of the "correct"
3DFXOGL.DLL.
So in the menu, somehow I need to communicate that you should only
select [Voodoo OpenGL] if you have a Voodoo Graphics, Voodoo 2, or
Voodoo Rush, but that you should NOT select that option if you have
a Voodoo3 or Banshee.
To solve this, I'm going to remove that menu selection altogether
on Voodoo3 or Banshee installations and hope that fixes it. Ack.
This isn't necessarily the users' fault, they're just confused by
the terminology. And it's difficult to communicate the above in,
like, twelve characters (which is about as much room as I have in
the menu).
Another thing that people have mentioned is that the European 3Dfx
Web site doesn't seem to have the Q3 certified drivers posted in an
easy to find location. Someone was kind enough to hand me the
following URLs:
<http://www.europe.3dfx.com/view.asp?PAGE=nusquake3drivers>
<http://www.3dfx.com/view.asp?PAGE=nusquake3drivers>
5. Networking with Quake 3 Arena Test
5.1. How do I get Quake 3 Arena Test to use a different port ?
When Quake 3 Arena Test fires up it wants to use localhost as it's IP
and that is resolving to the 10.x.x.x address. My 24.x.x.x adapter is
first in the list, but the 10.x.x.x address still shows first.
Do this: quake3 +set net_ip 24.129.14.28 +set net_port 27910 +set
net_noipx 1. When Quake 3 Arena Test starts, it shows the proper
IP:PORT as being bound, but it still reads "IP:10.67.1.1". Wondering
if the heartbeats will be using "IP" which is incorrect ?
5.2. How can I play Quake 3 Arena Test over an IPX LAN ?
Accroding to John Cash's .plan, the current build of Quake 3 Test's
IPX support is broken. It will be fixed it for the next release (date
unknown -- don't awk).
(Wondering who nowadays is using this old technology anyway ??)
5.3. How can I play Quake 3 Arena Test through a Firewall / Proxy ?
o v1.05
(From John Cash's .plan <http://www.webdog.org/plans/9/>): Stuck
behind a firewall and think you can't play Quake 3 Arena Test ?
Q3ATEST has support for SOCKS5 (RFC-1928). Well, at least the
wintel version does... I'm not certain it has been picked up for
the Mac and Linux code yet; I'll have to check on that and take
care of it. There are three cvars that control it. They are only
settable from the at init time (from the command line).
+set net_socksEnabled 1
+set net_socksServer
+set net_socksPort
Please note that you use the address (name or IP number) of the SOCKS
server (firewall machine), NOT a Quake 3 Arena Test server. The port
number defaults to 1080, you should not need to change this. Cur-
rently it does not do any authentication. It would be pretty easy to
add the username/password authentication method (RFC-1929); I will do
so if there are people who need it. The odds of us doing the GSS-API
method (RFC-1961), however, are not very good. I am only supporting
IPv4 addresses; I mention this just to satisfy the curiosity of people
who know SOCKS and would have asked. This piece of code has not been
beaten on very much. If you have/need/want to try it out, please let
me know how it works out for you.
This early testing was using a Linux based SOCKS server. I had to
make a fix to work with Cisco's implementation; it seems I had a
preliminary version of the RFC. So if your one of the small handful
of people using Cisco equipment to connect to the net, this should
work for you in the next release. I'm sure this will make Q3A work
with other vendor's SOCKS servers too. There is one more case where
it isn't working (WSAEAFNOSUPPORT errors) that I'm looking into. The
username/password authentication has been added.
o v1.06
SOCKS Proxy Support
There are five cvars that control it. They are only settable from the at init
time (from the OS command line).
+set net_socksEnabled 1
+set net_socksServer
+set net_socksPort
+set net_socksUsername
+set net_socksPassword
Please note that you use the address (name or IP number) of the SOCKS server
(firewall machine), NOT a Q3ATEST server. The port number defaults to 1080,
you should not need to change this.
It supports no authentication and username/password authentication method
(RFC-1929); it does NOT support GSS-API method (RFC-1961) authentication.
6. Quake 3 Arena Test server configuration / handling
6.1. How can I tell Quake 3 Arena Test on Multihomed systems on which
interface to listen ?
Try starting Quake 3 Arena Test and altering the net_ip variable, e.g.
quake3 +set net_ip <ip_of_the_interface_to_listen_on>
6.2. How can I play teamplay mode ?
Start a Quake 3 Arena Test server, then in the console type :
set teamflags 3
set dmflags 1
map <mapname>
Players can use team red and team blue to change teams and message-
mode2 and say_team for teamtalk.
6.3. How do I use remote console commands (rcon) in Quake 3 Arena
Test ?
Well the syntax changed a bit, you know set the rcon password on the
server with: rconPassword "mypass" (instead of the old rcon_password).
And I haven't found the way to set the rcon pass on the client, so you
have to do a rcon mypass status to get status. (setting the rcon
password in the client is the same as q2/q1 .. typing rcon_password
password in the console will set it... but for now your going to have
to type it everytime since q3 doesnt seem to read configs).
6.4. What does +set dedicated 2 do ?
2 I believe sends the heartbeat the the master server list if im not
mistaken , i got it off the Q3A website
6.5. How can I run Quake 3 Arena Test as a service on Windows NT ?
Setup the server just as you would for any q2 dedicated server as a
service. The .cmd file is where the magic is. The server exec's the
q3config.cfg file that is stored in the demoq3 folder before it
overwrites it with the "default" crap. So add 2 lines to the .cmd file
that delete/copy over my good .cfg setup prior to initialization of
the actual server. An inelegant solution to be sure, but effective.
6.6. How do I run a dedicated Quake 3 Arena Test server ?
Forget about most of the Quake2 commands. A majority of them simply
do not work. Some of the old commands still work, but a whole bunch of
them have CHANGED. Take the rcon variable of example. This is how you
set the rcon password for a dedicated quake2 server: "set
rcon_password whatever". This is how you set the rcon password in
Quake 3 Arena Test: "set rconPassword whatever" Notice the difference
?
Also as with the case of the variable set dedicated 1. I have no idea
why id decided to change this one but they did. To run a dedicated
server in Quake 3 Arena Test you need to put set dedicated 2 in the
command line instead of set dedicated 1. The only thing I can't
figure out is how to make the dedicated server read a cfg file.
Someone suggested editing the q3config.cfg file. That sounds like it
would work but I do know that when opening this config file the very
top line tells you not to modify it and that is the reason I haven't
tried that one yet. I am going to back up the origional and then edit
it and see what happens. I know all this is very new to everyone but
everyone needs to get one thing straight and that is that a majority
of the common q2 commands don't work in q3.
6.7. How do I run a dedicated server on Linux ?
1. Install (erh.. :)
2. Start the gimp (./linuxquake3 +set dedicated 2 +map q3test1 +set
sv_maxclients 8 )
3. Put in the console: set sv_hostname "SIMNET Q3A #1"
4. Quit the server, it then writes the q3config.cfg file
5. The hostname should be set in the q3config file. Add and modify
that config. (if you do set hostname "stufinchicken" and query it
with hostname, you'll get hostname "stuffinchicken" because you
just made it so but that's not what the master server reads.)
6. Start the thingy again, i use ./linuxquake3 +set dedicated 2 +map
q3test1 +set sv_maxclients 8 & and just exit.
6.8. How can I set a message of the day (motd) on my server ?
Just set g_motd "here is my message" from the console or command line
and you're all set...
6.9. How do I get my server to do a map rotation ?
Because d1 is a varaible which gets executed at Quake 3 Arena Test
startup, you simple apply the following script.
set d1 "map q3test2 ; set nextmap vstr d2"
set d2 "map q3test1 ; set nextmap vstr d1"
vstr d1
Here is a little explanation how it does work :
d1 is a variable which gets executing on Quake 3 Arena Test startup,
and nextmap gets executing after finishing a map. Afeter issuing vstr
d1 (Remember: done automatically at startup), map q3test2 gets started
and the variable nextmap gets assigned the value vstr d2. After the
map is finished, vstr d2 gets executed which starts map q3test1 and
assignes nextmap the value vstr d1. So after finishing the second map,
it all starts over again.
6.10. Does Quake 3 Arena Test support multiprocessors (SMP) ?
Version v1.06 first introduced SMP support. Just set r_smp to 1 and
restart the game. Thresh has good benchmarks about it at
<http://www.firingsquad.com/guides/q3test106bench/default.asp>
7. Demo recording in Quake 3 Arena Test
7.1. Basics about client demo recording
One must first be connected to a Quake 3 Arena Test Server to be able
to record demos. The record command itself exactly needs one
parameter, a filename for the demo. If you allready tried it, you will
get an error message looking like this :
The server must have 'g_syncronousClients 1' set for demos
Altough it says server must have ..., it's sufficient to set it on the
client side with g_syncronousClients 1. If you immediately started
recording the demo, you will see that gameplay is very choppy, espe-
cially if you have a high ping to the server ( >100). The clue is to
simply set it back to its default value with g_syncronousClients 0,
and now there is no difference between playing with or without record-
ing a demo ( beside the message at the top telling you how much disk
space is allready wasted). If you think you have had your greatest
game and are happy everything is recording, you can stop it with the
stoprecord command.
So, generally it looks like this when recording a demo :
g_syncronousClients 1
record <demo_filename>
g_syncronousClients 0
<gibing for fun and profit>
stoprecord
You can then watch your demo than with demo <demo_filename>. But don't
foret to remove ``demo restriction mode'' first.
7.2. So, what's cool about demo recording ?
First, you are not limited to just record yourself playing. You can
follow any player with the follow command and so you can record a demo
from his view of the game.
Second, playing a demo with third person view rocks ultimativly.
cg_thirdperson 1
cg_thirdpersonrange 150
demo <demo_filename>
7.3. How can I play demo continous (rotate demos) ?
It works very similar compared to map rotation. After a demo is
finished playing, the variable nextdemo gets executed. So a simple
demo loop would look like this :
set demoloop "demo foobar; set nextdemo vstr demoloop"
vstr demoloop
If you have more than one demo, you would write it like this :
set demo1 "demo demo1; set nextdemo vstr demo2"
set demo2 "demo demo2; set nextdemo vstr demo3"
set demo3 "demo demo3; set nextdemo vstr demo1"
vstr demo1
8. Technical background about Quake 3 Arena Test
8.1. What is the difference between bitmap and vertex lighting ?
Chris Ashby pointed this out in a clear way :
Vertex lighting is interpolated over the 3 points of a polygon, giving
a smooth shading look. Cards can do this in one pass as gourad
shading. This is fast as it only requires one pass to draw and light
the scene, but it doesn't look very good. The shading is very uniform,
and there are no hard shadows or spotlights.
A Light-map is a pre-calcuated lighting model. The lighting textures
are generated based on the pre-calculated lighting computations. When
a scene is drawn, it is first drawn with no lighting, then the light-
map is drawn over it and blended, which creates a fully lit scene,
with hard shadows and spotlights etc. It looks much better but as two
passes are needed to draw the scene, it is slower. However TNT and
Voodoo cards (amongst others) can render two textures in a single pass
using multitexturing, meaning that the light-mapped scene can be drawn
in a single pass.
9. Importing, converting and editing Quake 3 Arena Test data files
9.1. How can I export maps from 3DS MAX ?
If you are the lucky one owning a copy of 3DS MAX, there is a plug-in
for it called qmapexp
<http://ourworld.compuserve.com/homepages/flametop/QMAPEXP.htm>.
9.2. How can i make those funny, colored names ?
Have a look at <http://home.att.net/~winman/q3a.htm>. A bit more
technical stuff :
Here is some info from Zoid on how to implement them:
Quake3 has support for embedded color codes. They are present in Q3Test. In
order to say or make your name with added color, you must preset the codes
in your config file. Q3Test does not allow you to have external config
files, so pretty much you are restricted to editing your name in the
q3config.cfg file.
In order to embed the color codes, you must have an editor that lets you
insert special character into a text file. In this case the <ESC> character.
Some editors let you insert an escape character by using a special sequence
such as Ctrl-P then Ctrl-[ (Ctrl-[ is the same character code as the ESC
character sequence). Your mileage may vary.
The colors are:
<ESC> 0 -- Color 0--Black
<ESC> 1 -- Color 1--Red
<ESC> 2 -- Color 2--Green
<ESC> 3 -- Color 3--Yellow
<ESC> 4 -- Color 4--Blue
<ESC> 5 -- Color 5--Cyan
<ESC> 6 -- Color 6--Magenta
<ESC> 7 -- Color 7--White
For example, in my q3config.cfg file, I have the following for my player
name: // Zoid.BC
set name "<ESC>1Z<ESC>5oi<ESC>1d<ESC>7.<ESC>3BC<ESC>7"
9.3. Where can i find specification about the Quake 3 Arena Test mode
file format ?
The demo specs guru itself, Uwe Girlich himself stated why there are
problems :
What about Quake 3 Arena support in LMPC?
This is difficult question. Due to legal problems I won't publish any
information, which can be used to decode the network protocol of Q3A.
There are plans (on the side of id Software) to remove the similarities
between the demo format and the network protocol. On the other side,
the demo/movie community is seriously thinking about a self-made open
demo format. The problem with the latter approach is the need of basic
file I/O in the client game code (interpreted byte code), which is
surely problematic due to security reasons.
If all this is somehow clearer then now (april 1999), I'll support
DM3 files or OpenDemo files in LMPC.
A really egoistic solution would be to include the DM3 support in
LMPC but not to publish a DM3 specs and also not the source of
the DM3 part in LMPC.
He also pointed out to interviews with John Carmack worth to listen
to, available at <http://ftp.sunet.se/planetquake/q3/carmack1.mp3> and
<http://ftp.sunet.se/planetquake/q3/carmack2.mp3>.
There is also a german translation available at
<http://quake.at.frob.org/carmack-de.txt>, thanks to Mark Naunkovic
for this one.
9.4. Where can i find a Doom to Quake 3 Arena Test map converter ?
From Steve Humiston :
I'm sorry to say that there is no such converter, at least not to my
knowledge. The problem stems from the fact that Doom map architecture
ported to the Q3 environment would create a map with so many brushes that no
computer could run it well.
9.5. How can can i convert Quake 2 Map for Quake 3 Arena Test ?
At JEZZ's XOOM Quake3 Page <http://members.xoom.com/Jezz2/> is a Quake
2 to Quake 3 Arena Test converter (Download:
<http://members.xoom.com/Jezz2/Files/q2toq3t.zip> ). Please note that
the zip file only contains a win32 binary, no source, no other arch
binaries (like linux).
There is also another page dealing with Quake 2 map convertig
<http://personal.lig.bellsouth.net/lig/d/f/dfrey/>.
9.6. How can can i play Quake 2 Map in Quake 3 Arena Test ?
All the map file must come on *.bsp. Just create the folder
baseq3/maps and copy yoaru *.bsp into it. Then fire up Quake 3 Arena
Test and type map <filename_without_extension>. Note that not all maps
do work.
9.7. How can i add/remove Quake 3 Arena Test entities ?
There is a tool in JEZZ's XOOM Quake3 Page
<http://members.xoom.com/Jezz2/> called q3umpass which can
change/add/remove all the entities (Download:
<http://members.xoom.com/Jezz2/Files/q3wumpass.zip>, win32 only).
9.8. How can view / edit / replace sounds and graphics in Quake 3
Arena Test ?
Pakexplorer and the like don't seem to want to load the pak0.pk3 file.
That's because it's really a zip file. Rename pak0.pk3 to pak0.zip
and you can see inside with any zip utility. Make sure to rename it
back when you're done (or the game won't work), OR rename your demoq3
directory to baseq3 and unzip pak0.zip into this directory (make sure
you maintain the subdirectories!) and you can play the game with the
unzipped data (or change / replace any of it you like).
9.9. How can i remove the trailing smoke of the rockets ?
Graham-Jafri Salvador had an accurat answer for this :
Quake3 is based upon common editable components, contained inside pk3-
files (uncompressed zip files, if you like). When you fire the rocket,
a graphic from inside a directory or a pk3 file is displayed (after
having been loaded in memory at map start). So, all you have to do is
locate the file for the smoke (should be a simple .tga file), and edit
it to your liking.
Others pointed also out there is a seperate pak file available with
such mods (Download:
<http://website.lineone.net/~pimper/files/rocketpak.zip>).
9.10. How do i best tweak the configuration to get faster framerates
?
Have a look at <http://www.firingsquad.com/guides/q3testopt/>.
9.11. How can i view my new skins without firing up Quake 3 Arena
Test every time ?
There is a model viewer available at
<http://www.q3arena.net/mentalvortex/md3view/>.
They have also a specs about the *.md3 file format available at
<http://www.q3arena.net/mentalvortex/md3view/Md3Specs.htm>.
9.12. How can i make my new skins work in Quake 3 Arena Test ?
You have to save your skin as *.tga file. But when you try it in Quake
3 Arena Test, you only see fullbright white. This happens when you
forgot to make the *.skin files. Those *.skin files contain tags to
which body entity apply the bitmap to.
If you name you skin foo.tga, then you *.skin file will look like this
:
head_foo.skin
h_head,models/players/visor/foo.tga
tag_head,
upper_MrModel.skin
tag_head,
tag_weapon,
u_torso,models/players/visor/foo.tga
tag_torso,
lower_MrModel.skin
tag_weapon,
l_legs,models/players/visor/foo.tga
tag_torso,
9.13. How can i create my own maps for Quake 3 Arena Test ?
As time of this writing there is no editor available which can
natively create Quake 3 Arena Test map files. A workaround is to use
Worldcraft <http:/www.worldcraft.com/> which creates Quake 2 maps.
Therefore you need to convert the Quake 3 Arena Test textures to *.wal
format and you also need the Worldcraft Quake 3 entities
<http://website.lineone.net/~suicideman/files.htm>. Then save your map
as Quake 2 map and convert it to Quake 3 Arena Test
<http://quake.at.frob.org/files/utils/uberlite.zip> maps. They only
work with version 1.05 for now.
9.14. Where can i find a list for the shade commands ?
Thanks to Alexander Hupp we have a complete list of v1.07 shader
commands at <http://freestyle.splatterworld.de/shader.htm>
10. Quake 3 Arena Test console and config help
10.1. How do I make a config file for binding hotkeys and what direc-
tory should I put it in ?
Defaults configurationis always saved to demoq3\q3config.cfg. If you
want to use modified scripts or just anything which means to do
modifications to any of the Quake 3 Arena Test files, you have to
remove the ``demo restriction mode''
10.2. Basic console help
By default, the left-tic ` (also the key with the tilde ) on it
toggles (opens or closes, depending on whether its already open or
not) the console screen. That is, by default, ` is bound to the
command toggleconsole, as if bind ` toggleconsole were entered into
the console or an autoexec.cfg file. If you want to use a different
key, just replace ' with whatever key or button you prefer. To use
console commands and variable in scripts, rename your demoq3 directory
to baseq3 (under unix, you can just use a symlink, ln -s demoq3
baseq3), put the script(s) in a text file in the baseq3 directory, and
execute with exec filename.
10.3. What you can do with the console
Note about the following text: Anything after a // on a line is a
comment and will be ignored by the console. You don't need to type in
the // or anything after it to use a variable or command, but they are
a convenient way to add explanations/reminders in an autoexec.cfg or
other .cfg file (see exec).
The syntax to use (change) a variable is:
variable_name variable_value // typed into the console or...
set variable_name variable_value // when used in an autoexec.cfg file
Commands are even easier to use, just type their name into the console
or a line of an autoexec.cfg file. You can also bind a key to perform
any command like this:
bind key command_name
Of course, you replace key with something like a, k, 5, SHIFT, TAB, .
. . (And no, unfortunately, you can't use CAPS LOCK or the numeric
keypad).
Note that if you bind a key to a command that has the + prefix (as in
+attack), that command will be executed continuously as long as that
key is held down. When you release the key, the -command version is
automatically executed. In contrast, if you bind a key to a command
that does not have the + prefix (like invnext, for example) that
command will be performed only once for each time you press the key.
To repeat the command, you have to release and press the key again.
10.4. No more aliases?
That's right, the alias command is not used in q3a. So, you ask, how
do I bind a key to perform a sequence of commands? Easy, make your
own command with the 'set' command, like this:
set railgun "weapon 7; echo Railgun Selected"
And then bind your key to execute vstr railgun, like this:
bind x "vstr railgun"
This is equivalent to the following in Quake/Quake2 console language:
alias railgun "weapon 7; echo Railgun Selected"
bind x railgun
You can also accomplish the same thing like this:
set railgun "weapon 7; echo Railgun Selected"
set use_railgun "vstr railgun"
bind x "vstr use_railgun"
Which leads us to the ever-popular toggle conversion methodology. You
can make a momentary-on (only avtive while you hold a key, a +command)
command into a toggle command using this method. This example shows a
crouch toggle:
set duck "+movedown; set crouchswitch vstr stand; echo Crouching..."
set stand "-movedown; set crouchswitch vstr duck; echo Standing..."
set crouchswitch "vstr duck"
bind x "vstr crouchswitch"
The first time you press x, the variable command crouchswitch is
executed, and the variable command crouchswitch is set to execute the
variable command duck (vstr duck). The variable command duck, when
executed with vstr duck, executes the commands that duck is set to
(+movedown; set crouchswitch vstr stand; echo Crouching... in this
example). Part of the list of duck commands re-sets the crouchswitch
variable command from vstr duck to vstr stand, which makes the x key
execute the stand variable command the next time it is pressed, and so
the cycle repeats.
10.5. How can I do more than one action in a command ?
You can only do one action per gametic. When you want to do more, e.g.
+moveup and +attack, you have to wait one gametic between these so
action.
Example :
set foo "+moveup;wait;+attack;wait;-attack;wait;-moveup"
bind r vstr foo
10.6. Variables you should set
// These are comments, and may be left in this text if you copy it into (or create a)
// baseq3/autoexec.cfg file for automatic settings on startup.
// For some reason, the autoexec.cfg is not executed automatically on startup for some people
// If you find your binds aren't set, just open the console and
// type "exec autoexec.cfg" (without the quotes)
// Lag Management
bind x rate // 'x' key will display current rate setting, use
'rate XXXX' to change
// Network Settings
cl_nodelta 0 //Enable delta complression (only disable if you get network errors)
cl_nopred 0 //Enables client-side prediction
rate 4000 //*Sets data rate (1000-9999, <4000 for modem, 9999 LAN>
snaps 20 //Set 'snap' interval with server (use divisor of 40)
// Input Settings
+mlook //Enables mouse look
freelook 1 //Enables free look
in_joystick 0 //Disable joystick input and save a little RAM
in_mouse 1 //Enable mouse input
m_pitch -0.022 //Sets mouse pitch sensitivity multiplier (mouse
//speed in the Y-axis only). NOTE: the negative sign inverts the
//mouse Y-axis. Change that to 0.022 (or whatever positive value
//you like) to have a non-inverted mouse.
sensitivity 9 //Sets mouse sensitivity
cl_run 1 //ENable always-run (key bound to +speed walks while held down)
// Misc Settings
name "randy" //Set your player name
model "visor/red" //Set your player model and skin color (visor/red, visor/blue only)
handicap 100 //Set your handicap (max health)
viewsize 100 //Set screensize
s_mixahead 0.2 //Change to higher value to fix sound stuttering
cg_shadows 1 //Enable shadows (0 may improve FPS)
cg_autoswitch 0 //Disable auto-weapon switching
cg_gun 1 //Enable rendering of player gun model (0 may improve FPS)
fov 90 //Set field-of-vision (smaller zooms in)
cg_gibs 1 //Enable gibs
cg_drawStatus 1 //Enable status display
cg_drawTimer 1 //Enable game timer display
cg_drawFPS 0 //Enable FPS display
cg_drawAmmoWarning 1 //Enable low-ammo warning
cg_drawKiller 1 //Enable fragger display when you're fragged
cg_drawCrosshair 1 //Enable crosshairs
cg_drawCrosshairNames 1 //ENable player id
crosshairsize 24 //Set crosshair size
crosshairhealth 1 //Enable crosshair health indication
cg_lagometer 1 //Enable lagometer display
cg_railTrailTime 400 //Set railgun trail persistence time
10.7. Commands you should bind
bind TAB "+scores"
bind ENTER "+button2"
bind ESCAPE "togglemenu"
bind ' "screenshot"
bind - "weapon 11"
bind / "weapnext"
bind 0 "weapon 10"
bind 1 "weapon 1"
bind 2 "weapon 2"
bind 3 "weapon 3"
bind 4 "weapon 4"
bind 5 "weapon 5"
bind 6 "weapon 6"
bind 7 "weapon 7"
bind 8 "weapon 8"
bind 9 "weapon 9"
bind = "weapon 12"
bind [ "weapprev"
bind \ "+mlook"
bind ] "weapnext"
bind ` "toggleconsole"
bind a "+movedown"
bind d "+moveleft"
bind f "+moveright"
bind s "+moveup"
bind t "messagemode"
bind z "+lookdown"
bind ~ "toggleconsole"
bind LEFTARROW "+left"
bind RIGHTARROW "+right"
bind ALT "+strafe"
bind CTRL "+attack"
bind SHIFT "+speed"
bind F1 "+scores"
bind F4 "give all"
bind F5 "r_speeds 1"
bind F6 "r_speeds 0"
bind F7 "r_showtris 1"
bind F8 "r_showtris 0"
bind F9 "noclip"
bind F10 "god"
bind F11 "screenshot"
bind DEL "+lookdown"
bind PGDN "+lookup"
bind END "centerview"
bind PAUSE "pause"
bind MOUSE1 "+attack"
bind MOUSE2 "+forward"
bind MOUSE3 "+back"
bind MWHEELDOWN "weapnext"
bind MWHEELUP "weapprev"
11. Quake 3 Arena Test console commands
This section holds always (at its best) the commands and variables for
the latest version of Quake 3 Arena Test.
The info column describes informatiol status about particular a
command/variable :
w available in the windows version
l available in the linux version
c cheat protected, can only be changed when cheats 1 (e.g.
starting a map with devmap <mapname>)
11.1. Audio
name description
midiinfo display midi port, channel, device info
snd_restart restart sound system (required for some variable changes to take effect)
soundinfo display sound system info
soundlist display list of loaded sounds
stopsound stop playing current sound
Commands
name default value description
cg_stereoSeparation 0.4 set stereo separation
in_midi 0 enable midi (N/A in linux)
in_midichannel 1 set midi channel (N/A in linux)
in_mididevice 0 set midi device number (N/A in linux)
in_midiport 1 set midi port number (N/A in linux)
s_initsound 1 enable sound system (only works after snd_restart)
s_khz 22 set sound sample frequency (22 = high, 11 = low)
s_loadas8bit 1 force 8-bit (lower quality) sounds (only works after snd_restart)
s_mixahead 0.2 set sound mixahead value; different values may help fix stuttering problems on some sound cards
s_mixPreStep 0.05
s_musicvolume 1 set music volume
s_show 0 disaplay filenames of all sounds as they are played
s_volume 0.7 set sound volume
Variables
11.2. Cheat
name description
give <item> give weapon, item, ammo, or all for all weapons
god toggle gode mode (invincibility)
noclip toggle clipping (flying and passing through walls)
notarget disable bots recognizing player as enemy
Commands
name default value description
cheats 0 enable cheats (obsoleted by devmap)
Variables
11.3. Control
11.4. Demo
11.5. Developer
name description
+attack fire
+attack fire
+back move backward
+button0 fire (same as +attack)
+button1 dummy control command
+button2 activate item (such as personal teleporter)
+button3 player taunt animation
+button4 dummy control command
+button5 dummy control command
+button6 dummy control command
+forward move forward
+left strafe left
+lookdown look down
+lookup look up
+mlook enable mouse look (disabled if freelook = 1)
+movedown move down
+moveleft strafe left
+moveright strafe right
+moveup move up
+right strafe right
+speed walk (if autorun enabled) or run (if not)
+strafe enable strafe modifier (left/right keys strafe while held)
+zoom zoom in
centerview force player view to straight ahead
in_restart restart input system
kill commit suicide
messagemode type message to everyone
messagemode2 type message to your team only
say "msg" display msg to all players from console (server)
screenshot save screenshot
team [s|p] set (s)pectator mode, (p)layer mode, 'follow1' follows player one in tournament, 'follow2' follows player two in tournament, 'scoreboard' be a scoreboard; optinally type a number for the player to follow, if he uses funnames
toggleconsole open or close the console window
name description
cinematic <name> plays movie file video/name
demo <filename> plays demo file demos/filename.dm3
record <demoname> record a demo to demos/demoname.dm3 (see demo, stoprecord)
serverrecord <demo> record demo on server
serverstop stop recording server demo
stoprecord stop recordding demo (see record, pleaydemo)
Commands
name default value description
timedemo 0 enable timedemo mode (max fps)
cl_avidemo 0 set number of screen shots to take per second (for avi file generation, needs external tools)
Variables
11.6. Joystick
If you are on linux, skip this section. No linux joystick support so
far.
name description
joy_advancedupdate enable advanced joystick settings
joy_name joystick set joystick name
Commands
name description
crash force the game to crash
error [msg] force a game error (with optional error message)
freeze <n> freeze the game for n seconds
gl_extensions list of loaded graphic extensions
hunk_stats display memory hunk info
imagelist display list of loaded images and info on each
modellist display list of loaded models
sectorlist display list of sectors and entities in each
shaderlist display list of loaded shaders
skinlist display list of loaded skins
sys_cpuid system CPU id code
sys_cpustring system CPU id string
testfog test fog system
testshader test shader system
touchFile <filename> touch filename (make it as a 0 byte file)
Commands
name default value description
cg_debuganim 0 enable model animation debug mode
cg_debugevents 0 enable event debug mode
cg_debugposition 0 enable player position debug mode
cg_draw2d 1 enable display of 2D graphics
cg_draw3dicons 1 enable display of ammo and armor items
cg_testentities 0 enable display of test entities
debuggraph 0 enable debug graph display
developer 0 enable developer mode (more verbose messages)
r_lockpvs 0 disable update to PVS table as player moves through map (new areas not rendered)
r_novis 0 disable VIS data when rendering map
r_portalOnly 0 enable display of portal views only (items not visible thru portal not rendered)
r_showsky 0 enable rendering sky in front of other objects
r_speeds 0 enable rendering speeds display
Variables
name default value description
in_joystick 0 enable joystick input
joy_advanced 0 enable joy_adv* settings for joystick
joy_advaxisr 0 map action to r-axis (0=none, 1=forw/back, 2-up/down look, 3=strafe, 4=turn, 5=up/dn move, add 16 for relative motion)
joy_advaxisu 0 map action to u-axis (0=none, 1=forw/back, 2-up/down look, 3=strafe, 4=turn, 5=up/dn move, add 16 for relative motion)
joy_advaxisv 0 map action to v-axis (0=none, 1=forw/back, 2-up/down look, 3=strafe, 4=turn, 5=up/dn move, add 16 for relative motion)
joy_advaxisx 0 map action to x-axis (0=none, 1=forw/back, 2-up/down look, 3=strafe, 4=turn, 5=up/dn move, add 16 for relative motion)
joy_advaxisy 0 map action to y-axis (0=none, 1=forw/back, 2-up/down look, 3=strafe, 4=turn, 5=up/dn move, add 16 for relative motion)
joy_advaxisz 0 map action to z-axis (0=none, 1=forw/back, 2-up/down look, 3=strafe, 4=turn, 5=up/dn move, add 16 for relative motion)
joy_forwardsensitivity -1 set forward/back sensitivity (negative is inverted)
joy_forwardthreshold 0.15 set forward/back dead zone
joy_pitchsensitivity 1 set pitch sensitivity (negative is inverted)
joy_pitchthreshold 0.15 set pitch dead zone
joy_sidesensitivity -1 set side sensitivity (negative is inverted)
joy_sidethreshold 0.15 set side dead zone
joy_upsensitivity -1 set up/down sensitivity (negative is inverted)
joy_upthreshold 0.15 set up/down dead zone
joy_yawsensitivity -1 set yaw sensitivity (negative is inverted)
joy_yawthreshold 0.15 set yaw dead zone
Variables
11.7. Misc
name description
arena <name> load arena and bots name from arena.txt
clear clear console buffer
cmd send server command
condump <filename> dump console contents to demoq3/filename
configstrings displays gamedate, gamename, map, protocol, version, dmflags, frag/timelimits, hostname, maxclients, etc as / separated-strings for server-query programs
dir <directory> [ext] list directory
path display current search path setting
quit exit
name default value description
arch architechture/operating system
gamedate current game version release date
gamename current game directory
mapname nomap current map name
timegraph 0 enable timegraph display
version game version
Variables
11.8. Mouse
name default value description
cl_mouseAccel 0 enable mouse acceleration
cl_showmouserate 0 display mouse sampling info
in_mouse 1 enable mouse input
m_forward 0.25 set mouse forward speed sensitivity multiplier (negative inverts)
m_pitch -0.022 set mouse pitch (up and down motion)) speed sensitivity multiplier. Note that NEGATIVE values result in an inverted mouse (moving mouse forward looks down), while positive values result in a non-inverted mouse (moving mouse forward looks up)
m_side 0.25 set mouse strafing speed sensitivity multiplier (negative inverts)
m_yaw 0.022 set mouse yaw speed sensitivity multiplier (negative inverts)
sensitivity 9 set mouse sensitivity
Variables
11.9. Networking
name description
connect <server_ip:port> connect to server at ip address and port given
disconnect disconnect from server
scanservers scan for servers on LAN
serverinfo displays gamedate, gamename, map, protocol, version, dmflags, frag/timelimits, hostname, maxclients, etc.
systeminfo display timescale, sv_serverid, and g_syncronousClients
Commands
11.10. Preferences
name default value description
cg_nopredict 0 disable client-side prediction
cl_maxpackets 30 set max client packet size
cl_nodelta 0 disable delta compression (slows net performance, only use if net errors happen otherwise)
cl_shownet 0 display network quality info
cl_showTimeDelta 0 display time delta between server updates
cl_timeNudge 0 effectively adds local lag to try to make sure you interpolate instead of extrapolate (try 100 for a really laggy server)
cl_timeout 125 set the inactivity time before a client is disconnected (timed out)
maxfps 0 set max frames-per-second (0 is no limit)
net_ip localhost set ip address for game server, normally localhost (multi-homed systems must pick an ip) -- must set from command line (read-only in console)
net_noipx 0 disable ipx network protocol
net_noudp 0 disable tcp/ip network protocol
net_socksEnabled 0 enable network proxy/firewall settings
net_socksPort 1080 set proxy/firewall port
net_socksServer set proxy/firewall socks server address
qport 38901 set internal network port
rate 3000 sets rate for communication between server and client (try about 1/10 of your bps, or use the in-game menu to set to default for your connection type) see cg_timenudge
showdrop 0 enable display of dropped packets
showpackets 0 enable network packet info display
showtrace 0 enable display of packet trace info
snaps 20 sets number of snapshots sever sends to client (server run at 40Hz, so use 40, 20, or 10)
Variables
11.11. Scripting
name description
bind <key/button> "cmd" bind a key or button to a command or set of commands ("cmd1 ; cmd2 ; etc.")
bindlist display list of all bound keys/buttons and their values
cmdlist display list of commands
cvar_restart reset cvars to defaults
cvarlist display list of console variables and current values
echo "msg" display msg to local screen only
exec <script> execute commands in script file
play <sound> play sound.wav audio file
set <variable> <value> set variable to value indicated (diff between set/seta?)
seta <variable> <value> set variable to value indicated (diff between set/seta?)
setenv <variable> <value> set enevironment variable to value specified
sets <variable> <value> set server variable to value indicated (variable value will be reported on serverinfo command)
setu <variable> <value> set user variable to value indicated (variable value will be reported on userinfo command)
toggle <variable> change variable from 0 to 1or 1 to 0.
unbind <key> unbind specified key or button
unbindall unbind all keys and buttons (be careful!)
vstr <variablename> execute variable command (created with "set variablename cmd1; cmd2, ..."
wait wait one game tick
Commands
name default value description
fov 90 set field-of-vision (smaller zooms in, larger zooms out)
Variables
11.12. Server
11.13. Unknown
name default value description
cg_animspeed 1 enable player animations (see cg_noplayeranims)
cg_autoswitch 1 enable auto-weapon switching
cg_bobpitch 0 set amount player view bobs forward/back while moving
cg_bobroll 0 set amount player view rolls side to side while moving
cg_bobup 0 set amount player view bobs up/down while moving
cg_brassTime 0 skip all shell eject code when set to 0
cg_centertime 3 set display time for center screen messages (0 off)
cg_drawAmmoWarning 1 enable low-ammo warning display
cg_drawCrosshair 1 enable crosshair
cg_drawCrosshairNames 1 enable player name display
cg_drawFPS 0 enable FPS display
cg_drawKiller 1 enable fragger display when you get fragged
cg_drawStatus 1 enabple status display
cg_drawTimer 1 enable game timer display (for quad, etc.)
cg_footsteps 1 enable player footstep sounds
cg_gibs 1 enable gibs (0 will inclrease FPS slightly)
cg_gun 1 enable player gun display (0 may increase FPS)
cg_lagometer 1 enable lagometer display
cg_marks 1 enable display of decals (blast marks, etc.) setting to 0 may increase FPS
cg_noplayeranims 0 disable player animations
cg_raildissolution set railgun trail dissolution
cg_railTrailTime 400 set persistance time for railgun trails
cg_runpitch 0 set amount player view bobs up and down while running
cg_runroll 0 set amount player view rolls side to side while running
cg_shadows 1 0 = no shadows, 1 = enable simple shadows, 2 = enable complex shadows (try: r_stencilbits 8; vid_restart; cg_shadows 2)
cg_cg_simpleItems 0 0 = draw items/popus as regular 3d objects, 1 = draw them as simple sprites
cg_swingspeed 0.3 set speed player model rotates to match position (1 is no delay, 0 is no turn ever)
cg_thirdperson 0 enable 3rd person (chase-cam) view
cg_thirdpersonangle 0 set third-person view angle
cg_thirdpersonrange 40 set third-person view range
cg_tracerchance 0.4 set frequency of tracer bullets (1 is all tracers)
cg_tracerlength 100 set length of tracer bullets
cg_tracerwidth 1 set width of tracer bullets
cl_anglespeedkey 1.5 set the speed that the direction keys (not mouse) change the view angle
cl_pitchspeed 140 set pitch (up and down) change speed
cl_run 1 enable always-run (+speed toggles)
cl_yawspeed 140 set turning speed (with keyoard, up to server max)
cm_nocurves 0 disable player collisions with curved surfaces
cm_playercurveclip 1 enable player collisions with curved surfaces
color 7 set player rail trail color (1=blue, 2=green, 3=cyan, 4=red, 5-magenta, 6=yellow, 7=white)
con_notifytime 3 set console message persistance time in seconds (0 = no messages)
conback gfx/2d/conback.tga set console background image filename
crosshairhealth 1 enable crosshair health indication
crosshairsize 24 set crosshair size
d_bot "" set bot name (not yet implemented)
d_botai 0 set bot ai skill level (not yet implemented)
d_botaiming 0 set bot aiming skill level (not yet implemented)
d_botfreeze 0 set bot ? (not yet implemented)
d_break 0 set bot ? (not yet implemented)
d_noroam 0 set bot roaming (not yet implemented)
freelook 1 enable free look
fs_game "" sets the active game dir ('set fs_game dirname' is like 'set game dirname' in Quake2)
graphheight 32 set max value for graph displays
graphscale 1 set scale multiplier for graph displays
graphshift 0 set offset for graph displays
gun_frame 0 freezes hun model animation at specified frame number (0 is normal animation)
gun_x 0 set gun x position offset from center
gun_y 0 set gun y position offset from center
gun_z 0 set gun z position offset from center
handicap 100 set player handicap (max health), valid values 0 - 100
host_speeds 0 enable display of current FPS on-screen
journal 0 enable console log
model default set model name and skin
name player set player name
r_drawentities 1 enable display of brush entities
r_preloadTextures 0 enable pre-caching of map textures
r_railCoreWidth 16 set railgun trail core width
r_railSegmentLength 64 set railgun trail segment length
r_railWidth 128 set railgun trail outer width
r_smp 0 enable smp (multi-CPU) mode (disabled prior v1.06)
scr_conspeed 3 set the console scroll speed
snd visor set player sounds
viewlog 0 enable display of console over game screen on startup
viewsize 100 set screen size as percentage of screen size
zoomfov 22.5 set field-of-vision for zoom mode (max 160)
Variables
name description
devmap <name> change map to maps/name.bsp and set cheats to 1
dumpuser <userid> display user info denoted by userid (use info to find userid)
heartbeat send heartbeat signal to master server
kick <user> kick user from server
map <name> change map to maps/name.bsp and sets cheats to 0
map_restart restart server on current map
password set server password
rcon <passwd> "cmds" issue remote console commands
rcon_password set remote console password
rconAddress set remote console address
rconPassword set rcon password for remote operation
status display each clients num, score, ping, name, address, port, and rate
sv_mapChecksum current map checksum for cheat-detection
sv_master1 master3.idsoftware.com set master server address
sv_master2 set master server address
sv_master3 set master server address
sv_master4 set master server address
sv_master5 set master server address
sv_privatePassword set server password
userinfo shows name, rate, snaps, model, snd, color, and handicap for player
username player set username
Commands
11.14. Video
name description
gfxinfo display graphics info
gl_pixelformat display OpenGL color, depth, and stencil bits
gl_renderer video renderer name
gl_vendor video chipset manufacturer name
gl_version video driver version
r_lastValidRenderer display video hardware that worked last
modelist dislay list of video modes
vid_restart restart video system (required for some variable changes to take effect)
z_stats display z-buffer memory and block usage
Commands
--
Speaking mutt/vim/slrn/screen/perl/html/php/perl/sgml/bash/eperl.