Tip for Quake 3 Arena
Consider all sorts of technical wisdom and console commands:
pak0.pk3 turned out to be an ordinary zip (probably I’m not the only one
curious?), which I calmly unpacked with all the directories, after which
removed the original pk3. As expected, Q3 was fine with this,
but I did not get the expected acceleration of loading the level. But found inside
cfg file, I managed to check some settings from it, I give the results
below. I note that these are far from all settings, but only those from which it was possible
achieve beneficial results.
cg_railtrailtime (0…N)
Sets the “hovering” time in the air of the spiral tail from the railgun shot.
By setting the value around 8000, you can shoot, hit the road somewhere,
come back, and the tail will still hang 🙂 But I think that advanced players are here
but they will insert 0 here. The reasons, I hope, are clear?
cg_lagometer (0/1)
Turns the lagometer readings on or off (read q3readme for what it is).
I think that we simply do not need a lagometer due to the absolute hopelessness of the situation
– what is there to measure, if it’s already clear what kind of connection we have … If you turn it off, on it
place will be a frag counter.
crosshairhealth (0/1)
It seems like it should show health next to the scope, but for some reason, not a damn thing
out…
crosshairsize (0/1)
Sets the size of the crosshair. A value of 128 or 256 allows you to get vision a la
terminator 🙂
cg_drawammowarning (0/1)
Whether to draw in the hottest moment of the battle with beautiful letters in the middle of the screen “Yes
you, my friend, are running out of cartridges “… Thank you, otherwise I didn’t know.
cg_drawfps (0/1)
Actually, this FPS is measured.
cg_drawstatus (0/1)
Whether to draw ammo, health and armor statistics at the bottom of the screen. If a
turn it off, it becomes beautiful, but to find out how much of what you have is completely
impossible.
cg_gibs (0/1)
Obviously, a typical parental lock. Although it was not possible to check – no one …
zoomfov (1..360?)
Sets the viewing angle for the zoom mode. In principle, in this way the zoom mode can be
turn it into anti-zoom.
cg_gun (0/1)
Draw or not your gun.
cg_autoswitch (0/1)
Whether to make any picked up weapon active.
cg_shadows (0/1)
Whether or not to draw player shadows.
r_railsegmentlength (0…N)
Sets the length of the railgun tail.
r_railcorewidth (0…N)
Specifies the width (actually the diameter) of the railing spiral. Can you make it
such that after each shot a tunnel will form in the air, in
which can enter the steam locomotive. This and the previous parameter are serious players,
probably set to 0.
r_dynamiclight (0/1)
Enables or disables dynamic lighting from incoming missiles, etc. if
disable, FPS will be higher, but the world is uglier. Also, lost
the possibility of lighting dark corners with “duty” rockets.
r_fastsky (0/1)
Turns the sky on or off! Affects FPS – I hope it’s clear how.
r_cross (0/1)
Turns the sun on or off! which looks like a very bright light exactly in
the zenith of the sky, breaking through the clouds. If the sky is not included, then there will be no
sun.
r_flares (0/1)
Enables or disables halos around lights. Affects FPS.
r_subdivisions (0?…999)
Affects the degree of curvature of surfaces. The smaller, the smoother the bend.
The default value is 4 for curves that rival girlish ones.
shapes, and 999 for coarse, chopped. By changing this value, one can achieve
good compromise. True, in my experiments, the FPS practically did not change, so
it is not known with what the compromise. But if you become with your face buried in a round wall
near the plasma gun on q3test1, with a value of 999 (set by Q3 himself), then
you can see some glitches (if they are not there, you can walk along the wall,
poking your nose). Smaller values allow you to avoid glitches when externally
the same effect.
r_vertexlight (0/1)
Cancel “realistic” lighting (1). Levels become flat, evenly
colored, without depth, like in Doom. But you can still play, and FPS
gives a sharp jump up.
r_simplemipmaps (0/1)
Forgot or did not see what it does, but it should somehow affect
texturing.
r_overbrightbits (0/1)
The parameter that I have been hoping to find for a long time. I don’t know how in 32-bit color, because
i740 did not give it, but in 16-bit textures when looking at close, all sorts
translucent things, the sky and the main screen saver are covered with a small raster
(dithering). If you turn off r_overbrightbits, then instantly everything becomes
prettier (in my opinion). The raster disappears, the colors become pure and even,
the sky generally rules, and most importantly – the levels become a little darker and somehow
just a little greenish brownish, ominously reminiscent of Q1!!! The one
the “colorful cockiness,” as the Goblin called it, is muted. plus a little
FPS grows. True, the raster still remains on the clouds of smoke from RL …
r_picmip (0/1)
Usually we see textures at some distance sharply, and a little further they
are starting to crumble. The border of smearing at a certain angle of view and
good lighting can be seen clearly enough on the floor, at a distance of about
1.5 virtual meters away from you. Turn this setting on or off (here
just sorry, I don’t remember what exactly) leads to the fact that the textures
smeared everywhere, even on the snout of the player in the status bar. That is
there is no longer a border. Why – I do not know.
viewsize (0?..100)
Specifies the size (in percent) of the working area of the screen. Downsizing from 100 to
50 percent resulted in… that’s right, a 2x increase in FPS. 80 percent for
many can be a reasonable compromise.
r_shownormals (0/1)
Cool little thing, absolutely useless for non-developers. Draws white
normals sticking out of each plane. It turns out that there are SO MANY of these planes!
It is especially funny to look at the player’s snout in the status line – the real “Resurrected
iz Ada” 🙂
r_clear (0/1)
Running through the levels, you can see that in the Q3 space bursting at the seams, often
gaps appear between the planes. r_clear specifies what to draw in these
crevices: flickering fragments of planes (like in Doom’s level without the correct
BSP) or a gray void, as in Q1, however, here it is pink.
Leave a Reply