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Thread: The Ultimate Quake Live Guide

  1. #1
    Senior Member Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo's Avatar
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    The Ultimate Quake Live Guide

    This is a slight hack of 'Yakumo's q3 guide for all levels of player (mk II)' posted on 27-Oct-2003. Most of it is still entirely applicable to QuakeLive, but QL has added a lot since. Always W.I.P.

    This guide is many many hours of my work, and I retain the rights to it, please do not repost unless in full, with credits maintained and a link back to this thread. Yakumo.

    I kept finding myself repeating things so I wrote this guide on the most
    asked about cfg settings and QL/Q3 playing tips so you can learn to play like this, or duel like the professionals


    Post 1: Hardware, Abbreviations And Common Terms
    Post 2: Weapon Selection, The Console, Advanced Movement
    Post 3: Config Files, Punkbuster, Playing Tips
    Post 4: Demos, Configs Part 2, Yakumo's Cfg
    Post 5: Crash Tutorial, Tiers, Quakelive Damage Chart, Quakelive Item Respawns, Useful Links
    Post 6: Coloured Text / Names, Custom Colour Bright Skins, Weapon & Crosshair Colours, Super Bright Skins
    Post 7: +Zoom, r_Mode & r_windowedMode List, \alias command (+vstr)
    Post 8: Extended Keys, Intro to Complex Scripting, Debug Networking
    Post 9: Win Accel Fixes, Mouse Sensitivity Calculation, Mouse Acceleration
    Post 10: Block player chat, relocate quakelive data
    Post 11: Keyboards, Health/RSI
    Post 12: Mice
    Post 13: Useful guide links

    WiFi is NOT particularly suitable for realtime online games.
    kinds of weird latency issues such as connection spikes are common. It is worth getting an
    Ethernet cable connection to your router instead that way you wont suffer from
    other WiFi interference, microwaves etc. A 30 meter cable can be bought
    for less than £10 online.

    System :
    It barely matters these days the Q3 engine QL is based on runs so well
    on any accelerated card, and most can achieve the 125fps prefference for
    pro level competing.

    NB. Disable pre-rendering of frames in graphics drivers to cut 3 frame+ input lag (globally or for the browser you play in)

    Controllers :

    The best way to play FPS games is with a mouse/keyboard combo, keyboard
    for forward/back strafe left/right usually on the cursor keys or
    W,A,S,D, and the mouse to aim/fire/jump.
    Keyboards :
    Near anything will get you started, but cheap keyboards have a small signal buffer which ends up causing combinations to fail, for example not being able to run forwards while changing to a particular weapon, or move right while ducking.

    Look for 'anti ghosting' 6KRO or even NKRO to avoid this.
    You should also consider the health implications (RSI, cramps) of a bad keyboard.

    In Depth - please read Post 11: Keyboards

    Mice :

    Though the IE 3, WMO 1.1 and IMO 1.1 are still used by several world top professional players sensor technology has moved on significantly.

    Optical mice are far superior to ball based mice, more reliable, accurate, easier to clean and longer lasting. Avoid unknown mice as the sensor will likely be sub par and often lose it's tracking (stop reading / go crazy)

    • Razer Deathadder Black Edition
    • Logitec g9x
    • Steelseries Xai
    • Microsoft Wheel Mouse Optical 1.1a (WMO)
    • Microsoft IntelliMouse Optical 1.1a (IMO)
    • Microsoft IntelliMouse Explorer v3 (IE 3)
    *MS 'a' version mice are simply OEM, no box, otherwise identical to 1.1.

    In Depth - please read Post 12: Mice

    NB. See Sensitivity in post 8
    Quake Protection :

    If you're a heavy player and are getting sore red marks or calluses on your mouse hand palm, buy a SmudgeGuard
    it almost eliminates the problem entirely even for 5 hour a day
    players, and means you can play longer without discomfort. Less geeky
    than explaining away 'Quake Palm'.

    Mousemat :

    A good pad won't confuse your sensor, wear down limiting life and
    creating dirt, wear teflon feet down much, be hard to clean, or be hard on
    you physically. A desk is not a good mouse surface option it will make your mouse feet filthy and destroy them.

    Hard mats:
    • Steelseries SX - The best hard mat you can buy imo. Aluminium. It's maybe slightly more wear on teflon feet than cloth but they are cheep to replace, after a year my pad is completely unchanged.
    • Icemat black (steelseries i-2) - My favourite for 10 years playing Quake (the clear ones are not good for laser mice).Toughened glass. bl0key used to use an icemat but now high DPI mice make it feel like it's losing tracking.
    • Razer Destructor - After 3 months of seriously excessive play (100,000+ frags) this now has the friction of a cloth pad, it's still good but I replaced it with the SX.

    Soft/ Cloth mats:
    Often still the choice of real Pros, I just don't like having to replace them often.
    • Razer Goliathus Speed Alpha
    • Steelseries QcK heavy
    • Alsop
    Sound :
    I occasionally play without sound, it's relatively easy in FFA as
    dying doesn't really matter, and I'm so used to the maps, where to
    expect people to show up etc, it helps raise your visual awareness and
    accuracy when doing 180 turns.

    If you really want to be on top of your game then headphones are
    a MUST, absolutely essential for clan games or duel. 5.1 speakers are
    all very well but q3 only really produces 2d stereo sound, the absolute
    best way to be able to hear accurately where people are, from as great a
    distance as possible is play using headphones. When used to the maps
    and sounds of players moving around you can accurately predict when they
    will appear around a corner and plant a rocket at their feet before
    they get there, or even rail them almost before they even realise
    they've turned corner themselves. You can also get a rough idea of how damaged someone is so you know whether to keep hunting them down or make a brake for more items yourself.

    Budget choice - plantronics headphones
    Well built, have good mics for voice comms. A good headset mic
    is the only way to use voicecomms, playing with speakers gives massive
    feedback and will really *&*@ all your team off.
    Alternatively sennheiser, their kevlar reinforced cable has lasted 3 years so far on my ipod.

    No I'm not sponsored by any of these products (boo, I know they've
    all sold a lot over the years from this guide) but they ARE fantastic

    Cat has also written A Guide to Gear and Settings. which is very good.

    It's best to not be looking down at your monitor, but straight or slightly
    up, otherwise you'll end up with neck and general posture problems,
    it's worth thinking about this as you could end up in that position for
    thousands of hours over the years, and habits form fast. Also don't
    forget to blink, playing games people concentrate so much it inhibits
    the blink reflex, and your eyes will dry up.

    Please check out the anti RSI health recommendations in Post 11

    MG - MachineGun

    SG - ShotGun (SSG - SuperShotGun relic from q1/q2 days)
    PG - Plasma Gun (PR - Plasma Rifle)
    LG - Lightning Gun
    GL - Grenade Launcher
    RL - Rocket Launcher

    RG - Rail Gun (yay)
    BFG - Big F****** Gun
    NG - NailGun
    CG - Chaingun
    Prox - Proximity Mines

    RA - Red Armour
    YA - Yellow Armour
    MH/Mega - Mega Health/100 Health poweup
    RJ - Rocket Jump
    PJ - Plasma Jump or Phone Jack

    TN - Timenudge
    FFA - Free For All
    DM - DeathMatch (same as FFA)
    TDM - Team DeathMatch
    CTF - Capture the Flag

    CA - Clan Arena
    SJ - Strafe Jump
    CJ - Circle jump
    CSJ - Circle Strafe Jump
    OB - OverBounce (not in QL, see bellow)

    Vert - Short for 'Vertical' in Quake you can only look so far up
    before it locks. A shot that hits from this position fully locked up is a
    'vert'. The most impressive shots to pull off. Especially If the
    opponent is far away, and you RG, RL them or PG/LG pin/carry them
    maintaining the vert using strafe to keep hitting.

    LAG - Slang for latency, when your ping is high, or just when it goes higher than normal.
    Spikes - With cg_lagometer 1 you see a green bar representing
    your connection, if your ping fluctuations show as spikes on the bar.
    llama - a lame player for x reason =)

    PB - PunkBuster, the anti cheating system

    Hitscan - Weapons that just plot where it was fired from and
    where it's going to hit, it gets there as soon as the server registers
    that you fired it, as opposed to range weapons like the rocket launcher
    where the projectile travels from point a to point b and it takes time.

    Ping - Networking term for timing how long it takes a packet to
    it's destination and back again, like a submarines radar ping. This is
    shown by your name on the scoreboard. Lower is better, it
    makes the game smoother and aiming easier without having to lead shots.

    ©Yakumo unr 2003-2013
    Last edited by Yakumo; 09-18-2014 at 02:54 PM.

  2. #2
    Senior Member Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo's Avatar
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    The next 3 are terms you might hear from oldschool Q3A players -

    VQ3 - Vanilla Quake 3 :normal Q3 with no mod, so it just uses only the pk3's from the "baseq3" directory.

    OSP - Orange Smoothie Productions - Also the name of the most
    reliable, secure anti cheat mod for Q3, that is also designed for league
    server administration, much more advanced voting and other options than
    normal Q3, it also has slightly improved (in most peoples eyes) net
    code to VQ3.

    CPMA - Challange Pro Mode Arena - A mod which introduced CPM physics a strange mix of q1/q2/q3 movement, makes for very intense
    games, with q2 style trick jumps, there's a lot more to learn with CPM
    about moving around etc than normal Q3 physics so it tends to keep
    newbies away as they get slaughtered by CPM regulars, it is a hell of a
    lot of fun playing with people of your own level though. It's adictive
    as there's so much more scope for learning new things.
    If you are still using keys or the mousewheel to scroll through
    weapons you are going to find it hard going online and find many
    players go from one gun to another faster. The best thing to do is to
    have one button per weapon. I have RL and RG on mwheelup/down and the
    rest on keys for example.
    Some settings that do not have UI menu's are accessible through a
    command console. Settings that could be used to cheat are locked and can
    not be changed in multilayer games. QuakeLive advanced menus cover more
    settings that previous games, but there are still some things that can
    only be done if you use the console or edit your cfg.

    To open the console in QuakeLive hold CTR+ALT and then hit the tilde key (above tab).

    The tab key auto-completes commands, map names and (if disconnected) demo names like a unix terminal.

    Text copied into the windows clipboard can be pasted into the console with ctrl+v

    \com_allowconsole 1
    and then hit enter, and you will not need to hold ctrl+alt any more to toggle the console with tilde.

    All console commands should be prefixed with \ if you forget just hit tab and it will auto-complete it for you.

    will list all variables you can change
    the *wildcard works so ..

    \cvarlist *mou*
    will list all variables containing mou

    \cmdlist lists commands

    \bind x "say_team ^3quad soon!" now pressing x tells your team

    \callvote (options) call a vote, most of this can be done in QuakeLives options menu, but quicker to type.
    eg. \callvote map retribution.

    \quit instantly quits q3a/QL.
    \ragequit same but prints 'ragequit'

    \in_mouse 2 mouse input mode. 0 off, -1 win32, 1 directInput, 2 raw (best)
    \in_mouseMode shows you the active setting
    \in_restart restarts the input system to activate changes

    network settings for cable/adsl :

    \com_idlesleep 0
    A setting of 0 stops the CPU entering a sleep state when idle between frames,
    the default of 1 causes frame rate issues on many systems, but uses less power (wattage).

    \cl_packetdup 0

    (stops it sending repeated date that's supposed to help keep gameplay
    smooth over packet loss, not many people actually get any packet loss
    these days though, if it's not 0 then weapons are unresponsive on isdn
    or modems)

    \cg_predictitems 0

    Stops you hearing an item pickup noise only to hear it repeated again
    when someone on a lower ping actually got their first but the server
    hadn't caught up yet

    \cg_predictLocalRailshots 1 - changes weather the rail fire
    effect is predicted or not, 1 is snappier, 0 makes me feel it looks like
    I hit when I didn't and vice versa.

    \timenudge : Extrapolates player movement client side, negative values predict further ahead.

    Refresh rate : if you use win2k/xp/vista a lot of people have
    problems with games stuck at 60hz, that makes them seem flickery, in Q3/QL
    you can force a refresh rate by using r_displayrefresh, if you have a
    USB mouse, and your monitor supports it, it's best to use a resolution
    that enables you to use a refresh rate of 120hz ( r_displayrefresh 120 ) or even 144hz or more.
    The refresh rate denotes the number of frames a second you will actually SEE as the screen updates that often,
    no matter how many the game is reporting it is rendering.

    With some drivers even if your monitor supports your chosen rez at 120hz
    windows may not recognise it, but you can usually add custom
    resolutions in the control panel. Do NOT mess with this unless you know
    for sure your monitor supports the refresh rate you want or you could
    damage your monitor testing it.

    \com_maxfps : QuakeLive does not have physics or networking
    dependencies on frame rate. All jumps should be perfectly achievable for
    all players. 125 is still the preference to play on as GPU's do
    not motion blur between frames, and it syncs well with mouse input.
    Lower than 125 will not disadvantage your movement, so it can help to
    cap it a bit lower to maintain a consistent rate for a more playable
    experience if your computer is having problems maintaining 125.
    Up to 250 is available now but >125 and <250 reduces your packets drastically.
    250 also has a sound bug with footsep noises missing, so many players that can even hold
    250 solid and still keeping 125 set.

    Quake2 sent and received a set number of packets per frame, Q3/QL uses
    cl_maxpackets to govern this instead, all the graphics display is
    totally separate from networking.

    For other settings see CONFIGS PART 2 below in post 4 and my CFG attachment with comments. You can also read the Advanced Client Options thread.
    High wall jumping : In Q3A on LostWorld (q3dm13) you can run straight towards the 100h and jump up to
    it from the floor when you bash your knees against the wall, there are
    quite a few steps in q3 that are that exact height and you need your fps
    locked to 75 or 125 to be able to do it.

    In Q3 this was an FPS only thing, all the other tricks require skill and
    practice not a specific config setting. In QL it should work for all FPS,
    and most of these jumps have actually been lowered anyway (dm13 MH)

    you can also do it from a distance as long as you jump at the point where you will hit the wall at the peak of your jump.

    Rocket Jumping (RJ) : make sure you have more than 50 health, or
    as low as maybe 35 and a lot of armour, look down, or at an angle behind
    you or to one side depending on where you want to go, and press jump followed by fire a picosecond after (or at the same time with less sensitive button mice, but you risk a dud jump)
    This is another reason why it's best to have fire on mouse1, and jump on mouse2.
    Practice offline or just play clan arena somewhere.
    If your on a very poor connection and forgot to set cl_packetdup 0 you
    may have a bad time trying to rocket jump as it tries to jump you twice
    or all sorts of weird things.

    Strafe Jumping : jumping while holding forward+left of right
    travels further, you can build up a large amount of speed by doing this
    repeatedly using the mouse to guide your direction, and pressing jump
    again just before you hit the ground. It can be mixed with circle
    jumping to get insane speeds and distance per jump, see
    Quake Live Strafe Jump Troubleshooting (tutorial video) , http://www.youtube.com/watch?v=gfb_kwvhQ9c and http://www.youtube.com/watch?v=qTLZAn4Z1n4 on RAZ3R's QL training map.

    Plasma Jumping : Same as rocket jumping but only has a small
    effect, and only works if your looking absolutely straight down best
    used when running forwards or you wont get anywhere really, useful is on
    dm5 getting to the RA from the YA floor quickly without having to line
    up run-up strafe jumps.

    Plasma Climbing : It's best to have some armour, and a lot of
    plasma ammo, go up to a wall, and look diagonally down, the angle you
    want is basically looking straight at the join between the floor and the
    wall as you are as far forward as you can go, jump up holding forwards,
    press and hold fire, and most importantly LET GO OF JUMP, if you
    don't let go of jump you go nowhere! (in QL you can get max height
    holding jump, but if you need to hit strafe you stop)

    Circle Jumping : This one I'm afraid is almost unexplainable in
    text, it's a fairly fast flick of the mouse from as you jump, it gains
    you even more speed and distance with you jumps and requires a LOT of
    practice, it's the HARDEST and most advanced trick there is in Quake so don't expect to get it even after days of practising, There's Q3A practice maps or the q3a DEFRAG mod, but for QL see RAZ3R's training map(howto vid on youtube).

    ©Yakumo unr 2003-2013
    Last edited by Yakumo; 06-09-2014 at 03:08 PM.

  3. #3
    Senior Member Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo's Avatar
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    If you really want to see
    how it all works in Q3 (slightly different angles need in QL) tutorials
    for Q3A Defrag trickjump mod : Genesis pt1, pt2

    Other than that you really need to be on a server with someone good at them to guide you =)

    Teleport Jumps : Press jump while your actually inside
    teleporter, it can get you across the gap to the CG platform, it can get
    you a VERY fast exit from the teleporter. on ProvingGrounds, if you let go
    of holding forward just before you click jump inside the teleporter, and
    hold a direction immediately after exiting the teleporter you can make
    it onto the side of the platform with the chaingun on instead of falling
    to near the jump pad below. These work best if you jump into the
    teleport to start, when you come out again if you do it right the sound
    effect is 2 jumps rapidly together, like Q2's double jumping.

    OverBounce - a bug in the Q3a physics code & maps that would
    let you jump very far/high/fast after hitting the ground at certain
    points, more reliably on certain server settings. eg. you could land on
    the YA near the MH on dm7 and bounce back to the bridge without pressing
    jump. OverBounce bugs have been removed from QuakeLive.
    All of your setup information is stored in a .cfg file, if you start
    quake3 and there are no cfg files in it's baseq3 folder then it
    generates a default qzconfig.cfg file for you. Everything in it can be
    altered with a normal text editor, though if you open the generated ones
    it may look wrong as it is in linux format so it will seem to be all on
    one line with notepad, a good editor like notepad++ will have no
    problem with it. The settings in the cfg file
    relate directly to the console commands, so if you know the console, you can write a cfg, and vice versa.

    Quakelive puts its cfg files into -

    \Steam\SteamApps\common\Quake Live\<SteamID64>\baseq3
    If there are multiple folders as multiple accounts have been used on your machine, you can find which is your SteamID64 on http://steamidfinder.com/ by pasting in the steam profile URL for the account you wish to use. Or start QL, and /writeconfig testdump.cfg and see which directory has that file placed in it.

    (copy and paste exactly into address bar of explorer, or start -> run dialog )

    Vista/win7/8 -
    %AppData%\..\LocalLow\id Software\quakelive\home\baseq3
    XP -
    %appdata%\id Software\quakelive\home\baseq3
    Linux (pre standalone) -
    OSX (pre standalone) -
    ~/Library/Application\ Support/Quakelive/
    They are plain txt files you can open and edit with notepad / notepad++ etc.

    Each line takes one command usually, and you can comment out any line with // at the beginning.

    It is not a good idea to change the qzconfig.cfg, as every time you quit quake it re-writes this file, a crash may corrupt it.

    When QL loads up, it looks for, and then loads the files qzconfig.cfg,
    and then, if it exists, autoexec.cfg from the directory of the currently
    running mod.

    More advanced users may like to create YourName.cfg in the same
    directory with all your permanent settings & scripts , and just have
    'exec YourName.cfg' in autoexec.cfg

    \Exec name.cfg is the console command to run a config.

    For simplicity in quakelive, and as their aren't different mod
    directories I have just been using the command 'writeconfig autoexec' to
    dump out whatever my current cfg is, to a file that wont be overwritten
    by the game, that gets loaded up automatically.

    Punkbuster is an anti-cheat system
    that was removed from QL because it has been circumvented by cheats entirely,
    requires admin rights, and can cause problems for legitimate players. It
    that scans your system and config files for known cheats, or for
    settings that the host of the server you're playing on has told his PB
    server to ban. PB is regularly updated by evenballance, it's creators,
    to keep cheaters at bay. Anyone playing q3 these days needs to have
    punkbuster enabled, this can be done in the menu, having seta
    cl_punkbuster 1 in your cfg, or typing \pb_cl_enable in the console.

    \pb_plist in a console will list all players and their punkbuster
    status. This is also a way to get playerid's for kick commands.

    Updating the pb system files :

    If you connect to a Quake 3 server, play for a bit, and get kicked back
    to spectator mode as soon as you die, it is because your punkbuster
    client needs to be updated. in order to do this, you can either sit and
    wait for a while, it will happen automatically, or you can go to
    http://www.evenbalance.com/index.php?page=dl-ql.php and download pbsetup.exe, then run that program to force a manual update.

    the pbscv.exe service installer can be also used to run a test on your
    punkbuster setup at any time to check the services are working.

    If even THAT doesn't work properly, you can this in the q3 console


    wait for a while for it to update, then :

    If your having problems with punkbuster kicking you for reasons you really can't fathom, you may want to try:

    \pb_security 0
    \pb_sleep 500
    (pb writes it's own cfg file)

    on some systems (like mine) this does really nasty things to the
    netgraph though, lots of weird drops terrible to play on, so

    \pb_security 1
    \pb_sleep 20

    The place to go for punkbuster feedback is http://www.punksbusted.com

    2 of the most common pb errors are fixed by this post
    where evenbalance employees read and reply to the forums sometimes.

    Just some quick ones, play lots, play better people than yourself, and
    spectate better players a lot too and you'll learn, don't be afraid to
    ask questions, but try not to get too put off or upset or anything if
    they don't answer, some players just wont, some have had bad days maybe
    and they don't feel like it, some are just busy, and some are just plain
    not very nice people.

    No-one can change weapons faster than anyone else, but do bear in mind
    that you can put the command in to change weapons at any time after
    you've fired one, and it will change to the new one as soon as that
    weapons reload cycle is complete.

    If you have a lot of experience you tend to have a good idea of what
    weapons you want to start off a fight with, and what you want to change
    to as soon as you've hit the first time, or first few times, so you
    already have a head start, this was especially important in the slower,
    more tactical quake2.

    Many mod's aren't just about good aim, it's about knowing where to go,
    where to look for people, when to get into or back out of fights, how to
    prioritize your targets, run the map for powerups, there is a LOT going
    on, experience counts for an awful lot.

    If you ever see someone doing something you don't understand, it seems
    to fast, or they jump too far etc, don't jump out and call them a cheat
    as I've had when seen doing the rl to rg dm6 jump, try asking politely
    how it's done, or if they wont explain it come ask some of the players in
    #quakelive on quakenet irc.
    though my hope is after reading this guide you should be able to figure
    out how everything is done even if you can't quite manage it yourself
    yet =)

    Just remember it will all come together after enough practice. (Thanks RAZ3R)

    ©Yakumo unr 2003-2013
    Last edited by Yakumo; 03-04-2015 at 08:41 AM.

  4. #4
    Senior Member Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo's Avatar
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    To record a demo simply type
    into the console and a demo will be recorded with an automatically generated name.

    \record mydemoname
    would record a demo called 'mydemoname'

    \demo mydemoname
    plays the demo 'mydemoname'

    Demo's are stored in the \demos folder under the same folder holding your .cfg files.

    You can benchmark your system with the current settings by using -

    \timedemo 1
    \demo yaku_bench1

    or any other demo, yaku_bench1 (linked) is a fast, hectic demo of a full game taken online, it is over in 3 minutes so is a good way to quickly get a fairly realistic benchmark figure but in very little time.

    \cg_autoaction 0

    0 - do nothing
    1 - auto record all games
    2 - auto record a screenshot at end of all games
    3 - auto record demo and screenshot

    cl_demoRecordMessage 0 hides the recording demo message

    Wolf Whisperer Utterly amazing demo viewer/editor built around WolfCamQL, comes with wolfcam 9.11 but easilly updated just by downloading the 11.x zip and putting it in the 'upgrade' dir (no unzipping) then restart WolfWhisperer.
    QuakeLive Demo Tools (QLDT) windows tool for parsing demo's (does not currently work with dm90 demos sadly)

    Finally ExtraQL is an excellent script for several things.

    I've also attached a demo.cfg for demo playback to this post, if you bind your cursor keys to things for use in game, you would need to \exec demo.cfg before demo playback, or when your CFG is loaded again it will take over the cursor binds :

    UPARROW=normal speed
    LEFTARROW=timescale decrease (0.9, .08, 0.7 etc) slowmo
    LEFTARROW=timescale increase (0.9, .08, 0.7 etc) ffwd

    Added controls :

    numpad insert : toggle r_shownormals

    numpad 5=toggle 3rd person
    numpad up/down=zoom in/out 3rd
    numpad left/right=pan around 3rd

    New Grayscale to Color Video Effect by GreasedScotsman, bound to kp_plus

    Some common tweaks you may come accross in CFG's, not available in the in game advanced menu are :

    r_enablePostProcessing 0 - disables bloom and colour correction, can give an fps boost.

    s_mixahead "0.140" very advanced tweak, needs a lot of testing
    s_mixPreStep "0.05" - Can give a large FPS boost if you really need it, but can corrupt audio and give net spikes (code blocking I guess)
    • Can cause netgraph blips even if audio seems fine, careful
    • s_mixahead should be a larger value than s_mixPreStep.
    • Benchmark a demo with 16 players to check FPS.
    • Shoot an 'I can win' bot to check the MG hit sound isn't lagged.
    • Test a 16 player nightmare practice match on Longest Yard (dm17) will soon find if audio will crackle.
    • Always reset this to default before debugging any audio problems after any updates.
    For my PC 0.11 mix and 0.06 preSetp give ~ 10fps boost without issues. Keep mixprestep between 0 and 0.10, higher gives more fps but more chance of crackle.

    r_ext_compressed_textures 1 - gains FPS on many systems, with tiny IQ loss you probably wont notice ever.
    cg_shadows 0 - they can be handy, but if 1 fps is harmed badly on most hardware with many players on.
    r_ignorehwgamma 1 - This has a negative side effect of disabling windows Aero when you launch quake. set to 0 will not do this, but other settings have to be tweaked to try and match visual gamma/intensity compared to having it on 1.
    r_contrast - this is only usable if post processing is enabled.
    cg_smoothclients, snaps - removed in QL
    cl_maxpackets 125 - maximum number of packets you can send the server

    r_depthbits 24 - If you have a gfx card with a 32bit Z (depth) buffer, then this should be 24 (not 32). This is nothing to do with the colour depth.
    r_stencilbits 8 - this is where the other 8 bits are used (needed if you want advanced shadows)

    Important: If you mess with com_hunkmegs to give Quake more ram, keep it a multiple of 8 and NOT more than 256 in QL or QL may fail to start at all, or alloc_hunk crashes or odd bugs like freezing can occur when a player joins the server. Default is 128, take that as a minimum also.


    Due to lack of room, I'm laving the rest to my CFG it has comments for most obscure settings now.

    (lol, last time i pasted my cfg n this guide was 27/10/2003, today is 27/02/2009 nearly 5 and a half years to the day.)

    The swelt hud I was using throughout the QL beta is attached, it is a very minor mod that i mostly use for the moved clock.It was original posted in the giant hud thread on the official forums here. I started to use it as I used to dislike the default QuakeLive one so much compared to the default Q3A hud that I have always used.

    For custom huds the 2 files go in baseq3\ui where 'baseq3' is the one described above that holds your config files.

    If anyone is interested in EXACT mouse config then see http://www.quakelive.com/forum/showt...446#post152446

    I would NOT just copy this into your own install as your monitor may not like the rez/refresh combo, remove/change r_mode and r_displayrefresh to make it safe.

    In autoexec.cfg I just have :

      exec Yakumo.cfg
    Yakumo.cfg attached in a zip as it is it's too large to past into a post, and the custom hud is included, QLive forum does not allow .cfg so .txt is added on the end of demo and maps configs as seperate downloads.

    Use an editor that understands unix line breaks or it will al seem garbled on one line. Even better use one like Notepad++ (Free) that you can tell to view .cfg files as c/c++ syntax for highlighting
    (n++ language menu) it makes comments etc a lot easier to read.

    Yakumo cfg custom keys of note :
    F4 toggle r_fastsky
    F5 enable/disable clan tag (change in cfg to your own first)

    F7 move to spectate
    F8 toggles dead player sparks
    F9 reload autoexec.cfg
    F10 toggle 3 forcemodel settings
    F11 screenshot JPEG
    F12 stop/start demo record

    UPARROW toggle demo Record Message
    DOWNARROW toggle Level Timer Direction

    home toggle simpleitems
    del toggles speedometer 2 for spectating
    end hide/show acc permanently (bug: can't chat with it up)
    ins toggle for the old q3 rail style I used to use
    ' swaps TEAM colours BRIGHT red/blue
    [ optional custom xhair (I never use it any more tbh)
    ] callvote shuffle
    z toggle extended zoom for space maps

    All keypad keys are used for team binds, please read the CFG for more info it is fairly well commented where not obvious.
    emSixteen's hud from EmSixTeen's custom HUD and config slightly modded

    \vstr hudc //load default QL COMP hud
    \vstr hud0 //load default QL hud
    \vstr hud1 // emSixteen modded hud with normal crosshair
    \vstr hud2 //emSixteen modded hud with emSixteen crosshair

    PLEASE NOTE cg_autoaction "1" records *ALL* games, you probably want to set that to 0.

    This CFG is a VERBATIM copy, PLEASE MAKE SURE YOU search for 'name' and
    'clan' (appears 3 times in scripts) throughout and change to your own!

    [ You must be logged in to see attachments ||| every time the file is updated the download count resets ]

    Edit: 2015 - my latest config (far more complicated as it allows for great flexibility) is on http://www.esreality.com/download.php?file_id=104145 This is overall more geared to CA than FFA.

    ©Yakumo unr 2003-2013
    Attached Files
    Last edited by Yakumo; Today at 09:21 PM.

  5. #5
    Senior Member Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo's Avatar
    Join Date
    Aug 2010
    NB. seta r_ignorehwgamma "1" was an alternative way of changing brightness, it used to be the only way to get brightness to work in win2k. In q3a it had a side effect of making the invisible shell a bit easier to see, in Qlive I think they've fixed this anomaly so it's the same.

    eg. from my old q3a cfg the 2 alternatives for same brightness -
     //win2k adjustments
     seta r_ignorehwgamma "1"
     seta r_overBrightBits "1" 
     seta r_gamma "1.7"
     seta r_intensity "1.4"
     seta r_mapOverBrightBits "2"
     //alternate win2k adjustments
     //seta r_ignorehwgamma "0"
     //seta r_gamma "1.3"
     //seta r_intensity "1"
     //seta r_overBrightBits "0" 

    If you can't get past any of the tier selection challenges, take a look at strafe jumping and rocket jumping above. The hallway after the rocket jump is a long strafe run you have to complete in time to get through the doors, or you can cheat with a reverse rocket jump.

    Also, there is a secret room you can check out
    The skill levelling online is quite complicated, especially for duel which uses an ELO system (ELO rating for QL explained ) The server reports a mean average of the current players on it, and simply offers a guideline as to if it thinks it will be harder, easier or skill matched for you. Be aware with people joining and leaving this can change very rapidly.

    This mean average is stored as sv_skillRating you can see this currently using the \serverinfo command when connected, as it's an average if there is only one user on the server, then that's that users rating divided by 1, so it's that players individual rating.

    Quakelive filters players into skill tiers of 1 to 4 for DM, TDM, FFA, CA, FT. You can see your tier on the 'statistics' tab of your player profile, at the bottom.


    ¦ Weapon                ¦ No. ¦ Abr. ¦  Dmg   ¦ DPS (av)  ¦ DPS (max) ¦ Reload(ms) ¦
    ¦ Gauntlet              ¦  1  ¦  G   ¦   50   ¦ 125       ¦ 150       ¦     400    ¦
    ¦ Machine Gun           ¦  2  ¦ MG   ¦    5   ¦  50       ¦ 50        ¦     100    ¦
    ¦ Shotgun               ¦  3  ¦ SG   ¦  100   ¦ 100       ¦ 100       ¦    1000    ¦
    ¦ Grenade Launcher      ¦  4  ¦ GL   ¦  100   ¦ 125       ¦ 200       ¦     800    ¦
    ¦ Rocket Launcher       ¦  5  ¦ RL   ¦  100*  ¦ 125       ¦ 200       ¦     800    ¦
    ¦ Lightning Gun         ¦  6  ¦ LG   ¦    6   ¦ 120       ¦ 120       ¦      50    ¦
    ¦ Rail gun              ¦  7  ¦ RG   ¦   80   ¦  53       ¦ 80        ¦    1500    ¦
    ¦ Plasma Gun            ¦  8  ¦ PG   ¦   20   ¦ 200       ¦ 200       ¦     100    ¦
    ¦ BFG                   ¦  9  ¦ BFG  ¦  100   ¦ 500       ¦ 500       ¦     200    ¦
    ¦ Grapple               ¦ 10  ¦      ¦        ¦           ¦           ¦            ¦
    ¦ Nail Gun              ¦ 11  ¦ NG   ¦  100   ¦ 100       ¦ 100       ¦    1000    ¦
    ¦ Proximity Mines       ¦ 12  ¦ PG   ¦  100   ¦ 125       ¦ 200       ¦     800    ¦
    ¦ Chain Gun             ¦ 13  ¦ CG   ¦    8   ¦ 80-160*** ¦ 80-160*** ¦            ¦
    ¦ Heavy Machine Gun     ¦ 14  ¦ HMG  ¦    8   ¦ 104       ¦ 112       ¦      75    ¦
    Dmg=max damage per round (SSG has 5 damage per pellet in each round, 20 pellets)

    DPS (av) is (1000/reload ms) * Dmg
    Best used when attempting to calculate average damage over multiple seconds of fire at a specific accuracy.
    Figure shown is for 100% accuracy.

    DPS (max) is ceiling(1000/reload ms) * Dmg
    Represents damage at 100% accuracy within a single 1 second snapshot starting exactly at the first shot,
    demonstrating that you can in fact fire 2 rockets within 1 second, the first at 0ms, second at 800ms.

    *RL max 42 on self splash (non direct/full on hit), max 84 on other players
    **LG used to be 3 numbers as the shaft was in 3 sections, close-mid-long range, now it's just one.
    ***(80 during 1sec of spinup, 160 at full speed, assuming all bullets hit)


    ¦   Item        ¦ spawn (s) ¦ Desc.  ¦ Further info                                 ¦
    ¦ Weapons       ¦     5     ¦        ¦                                              ¦
    ¦ Ammo packs    ¦    40     ¦        ¦                                              ¦
    ¦ Quad          ¦   120     ¦        ¦  Damage times four                           ¦
    ¦ Regen         ¦   120     ¦        ¦  Increase health to 200 at 1hp per sec.      ¦
    ¦ Haste         ¦   120     ¦        ¦  Increases movement speed and rate of fire.  ¦
    ¦ Battle suit   ¦   120     ¦        ¦  25% Damage reduction and Protects the wearer¦
    ¦               ¦           ¦        ¦      from lava, slime, drowning and other    ¦
    ¦               ¦           ¦        ¦      hostile conditions including all splash ¦
    ¦               ¦           ¦        ¦      damage from weapons but not fully from  ¦
    ¦               ¦           ¦        ¦      direct hits. Self damage still applies. ¦
    ¦ Shard         ¦    25     ¦   5 a  ¦  Takes 2/3 (66%) of all damage ¦  max 200    ¦
    ¦ Yellow Armour ¦    25     ¦  50 a  ¦  Takes 2/3 (66%) of all damage ¦  max 200    ¦
    ¦ Red Armour    ¦    25     ¦ 100 a  ¦  Takes 2/3 (66%) of all damage ¦  max 200    ¦
    ¦ Health sml    ¦    35     ¦   5 h  ¦  Clear shell, green cross      ¦  max 200    ¦
    ¦ Health med    ¦    35     ¦  25 h  ¦  Clear shell, yellow cross     ¦  max 100    ¦
    ¦ Health lrg    ¦    35     ¦  50 h  ¦  Yellow shell, yellow health   ¦  max 100    ¦
    ¦ Mega Health   ¦    35*    ¦ 100 h  ¦  Blue shell *120s some maps    ¦  max 200    ¦
    ¦ Medkit        ¦    60     ¦        ¦  Puts health to 125                          ¦
    ¦ Teleport      ¦    60     ¦        ¦  Teleports you to a spawn point              ¦
    ¦ Doubler       ¦    10     ¦        ¦ 1.5x damage (ie +50%) NOT 2x as expected.    ¦
    ¦ Scout         ¦    10     ¦        ¦ Faster movement &amp; rate of fire,          ¦
    ¦               ¦           ¦        ¦      50 armour limit, no self damage,        ¦
    ¦               ¦           ¦        ¦      no footstep sfx                         ¦
    ¦ Guard         ¦    10     ¦        ¦ 50% less damage                              ¦
    ¦ Armour Regen  ¦    10     ¦        ¦ Slowly regens armour to 100.                 ¦
    Unlike weapons, items and runes which are there from the beginning, powerups (2nd row from headers) first spawn on the map between 30 and 60s on the clock.


    Quake Live Beginner Questions and Guides - quick clean site with summary basics if you'd rather get straight to it
    Problem? PLEASE READ THIS FIRST BEFORE POSTING (Technical support)
    Quake Live Recording Guide v2 - By BoxxyBabee
    WolfcamQL demo player/recorder guide by KittenIgnition

    ©Yakumo unr 2003-2013
    Last edited by Yakumo; 11-26-2014 at 02:03 PM.

  6. #6
    Senior Member Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo's Avatar
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    Aug 2010
    To colour your text you use ^ like ctrl+k in IRC. just do ^x before the text you want coloured where x is a number from 1 to 7. eg typing ^1hello will say hello in red.

    ie in console

    \say "^1one ^2two ^3three ^4four ^5five ^6six ^7seven ^8eight"


    one two three four five six seven eight

    You can not change the characters in your name, only change capitalization and add colours. eg I can set /name ^5Y^6akumo but not /name ^3Y^4aku-unr

    (black does not work in names for QL however)

    Colour Skins

    thanks to Poros1ty for modelling

    The letter based (non hex) colours :

    A-Z QL colours

    (nb. I'm English, the commands aren't, hence the colour/color spelling swapping ;op )

    This can all now be done in the in game Advance menu (hit escape, click Advanced).

    First you must set your enemy and or team model forced skins to a compatible model, with bright as the skin:

    cg_forceEnemySkin bright
    cg_forceEnemyModel keel
    cg_forceTeamModel visor

    to stop using bright skins \clearcvar cg_forceEnemySkin

    Also tankjr and crash are commonly used for enemy or team models, but any model can be used.

    then use for example

    \setenemycolor iii
    \setteamcolor blh

    (there is also cg_forceRedTeamModel and cg_forceBlueTeamModel, that use the setenemy/teamcolor vars, you may need to use clearcvar (eg "\clearcvar cg_forceRedTeamModel") to wipe those cvars if they've been set as they can cause conflicts)

    the letters are for Body, Legs, Head

    setenemycolour and setteamcolor are commands, not cvars, that set 3 cvars (per command) for you, so don't put 'set' or 'seta' in front of them in a config.
    You can set the three cvars that those commands set manually yourself if you wish for a greater range of colours with a hex value , 0xRRGGBBAA (Red, Green, Blue, Alpha). You can get the hex for the first part from the web colours of any javascript color picker eg http://johndyer.name/lab/colorpicker/ use the hex value by the # at the bottom, add 0x to the start, and also add FF to the end for alpha.

    You can use just one letter - setenemycolor i to set the whole model green all at once to that colour.
    You can use two letters to just set body and (head+legs), eg setenemycolor vn gives pink body, blue head+legs.

    NB. The setenemycolor and setteamcolor commands also set the cg_enemycolor / cg_teamcolor cvars, these cvars do not do anything else, they just store the last used set*color value, changing them will not adjust colour for you.
    color1 (0-26)Your own rail core colour
    color2 (0-26) Your own rail particle colour
    (rail colours will be seen by others not forcing enemy/team colours)

    0-26 QL Colours

    (0-26) your crosshair
    cg_crossHairHitColor (0-26) colour on hit for cg_crosshairHitStyle values 2, 5 and 8

    cg_forceEnemyWeaponColor 1 will force your enemies to shoot rails/grenades that match their cg_EnemyUpperColor setting
    cg_forceTeamWeaponColor 1 will force your team mates to shoot rails/grenades that match their cg_TeamUpperColor setting
    cg_weaponColor_grenade 0xRRGGBBAA sets the colour of the grenades everyone fires, unless cg_forceEnemyWeaponcolor is 1, or cg_forceTeamWeaponColor is 1, then they show as their respective uppercolor's
    setenemycolor i is green, but only sets 0x008000FF for the hex, 0x00FF00FF is the maximum green but the difference is only really noticeable using one of two sets of modes:
    1. If r_enablePostProcessing is 1, also with that if r_overbrightbits
    is 1 then it is so bright it starts to obscure other skin detail.

    2. Vertex lighting mode (r_vertextlight 1) with r_overbrightbits 1 no matter the postprocessing status.
    Simply - without processing or alternatively vertex lighting mode, you only have half the colour range with bright skins.

    without r_overbrightbits 1 you only have about half the brightness.

    Unless you want a shade of white/grey/black (0xFFFFFFFF, 0x00000088, 0x000000FF) it is best to leave the last two digits for Alpha at FF for any settings, as it is currently otherwise unused, but may be adopted later, and you wouldn't want that to suddenly mess up your config.

    eg my settings :
    cg_enemyHeadColor "0x804000ff" //orange, same as c
    cg_enemyLowerColor "0x008000ff" //green, same as i
    cg_enemyUpperColor "0x5e8000ff" //greeny yellow, same as f

    these could be brighter (in modes with higher colour range described above) by increasing the high 80 values in any colour range to FF. eg:

    seta cg_enemyHeadColor "0xFF4000ff"
    seta cg_enemyLowerColor "0x00FF00ff" //brightest green possible
    seta cg_enemyUpperColor "0x5eFF00ff"

    'u' is the brightest pink available via setenemycolor, if you want super bright pink then manually set 0xFF00FFFF

    NEW as of QLPP13 (Premium Only)
    first - cg_forceEnemyModel ""

    then cg_forceEnemySkin "bright"

    other valid options for this new cvar are "sport", "sport_blue" and "sport_red" if you just leave it as "sport" the correct red/blue will automatically be set in team games.

    This will keep the original players choice of model, but force them into bright or sport skins. So you don't have to have everyone running around as the same character!

    There is of course a Team version of the new skin command also - cg_forceTeamSkin.

    ©Yakumo unr 2003-2013
    Last edited by Yakumo; 01-11-2015 at 06:54 AM.

  7. #7
    Senior Member Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo's Avatar
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    Aug 2010
    The +zoom bind initiates zoom, and has some new accompanying cvars for Quake Live:

    cg_zoomOutOnDeath "1" (0/1) self explanatory
    cg_zoomScaling "0" (0/1) toggles the zoom in/out animation
    cg_zoomToggle "1" (0/1) when set to 1 makes +zoom toggle on/off instead of you needing to hold the key down.
    cg_zoomSensitivity "0.9" (float) multiplier that alters
    sensitivity when zoomed, 0 uses old Q3 code, values greater than 0 use
    corrected code as the Q3 code was flawed.
    r_mode "-1" is for custom resolutions. Having set this Set your desired resolution with :
    set r_customwidth "1280"
    set r_customheight "720"
    r_mode "-2" detect desktop resolution and use that when going fullscreen

    If r_noFastRestart is set to 0 QL will attempt to change from
    fullscreen to windowed mode without re-loading all game data. If this
    fails to work for you, then try this with r_mode and r_windowedMode set to the same resolution.
    You will need QL to be using the same colour depth as your desktop (eg r_colorbits 32 in QL , and 32bit colour windows desktop)
    If your in game refresh is the same as your desktop refresh (eg 120hz on good screens) then this switch is instantaneous.

    The web sites game settings for browser mode set the browser mode actual visible area.
    This means if your r_windowedMode is 800x600 (or higher), but in
    [QL Website] -> game settings -> it has browser mode as 640x480
    much of the actual image will be outside of the smaller window that
    your browser actually puts it in.
    Quote Originally Posted by DCR
    Mode 0: 320x240
    Mode 1: 400x300
    Mode 2: 512x384
    Mode 3: 640x360
    Mode 4: 640x400
    Mode 5: 640x480
    Mode 6: 800x450
    Mode 7: 852x480
    Mode 8: 800x500
    Mode 9: 800x600
    Mode 10: 1024x640
    Mode 11: 1024x576
    Mode 12: 1024x768
    Mode 13: 1152x864
    Mode 14: 1280x720
    Mode 15: 1280x768
    Mode 16: 1280x800
    Mode 17: 1280x1024
    Mode 18: 1440x900
    Mode 19: 1600x900
    Mode 20: 1600x1000
    Mode 21: 1680x1050
    Mode 22: 1600x1200
    Mode 23: 1920x1080
    Mode 24: 1920x1200
    Mode 25: 1920x1440
    Mode 26: 2048x1536
    Mode 27: 2560x1600
    Effects visual quality, available filter names :

    GL_LINEAR_MIPMAP_NEAREST (bilinear in the menu)
    GL_LINEAR_MIPMAP_LINEAR (default, highest quality, trilinear in menu)
    More than one machine behind your router that wants to play at once?

    In the quakelive console of each machine type

    net_port 27977

    (or 27963 etc, in the range 27000 to 27999) to change the port used for quakelive (every machine needs to be on a different port)


    Some poor quality routers (not always meaning cheap) lock up or have
    problems with TCP auto tuning, they don't like large TCP receive windows
    that vista/7 can allow, so you can try various options (in bold) to
    limit the size.

    If your having problems with quake you can try one of these in an
    administrator level cmd prompt (start-&gt; type cmd, hold left ctrl+left
    shift then hit enter for admin prompt).

    If it has no effect or makes things worse, then I recommend you reset it to the default.

    (in order of restrictiveness) :

    netsh interface tcp set global autotuning=disabled disable auto-tuning
    netsh interface tcp set global autotuning=highlyrestricted
    netsh interface tcp set global autotuning=restricted
    netsh interface tcp set global autotuning=normal this is the default
    netsh interface tcp set global autotuning=experimental allow super large windows, if your router has problems as it is, this would make it worse.

    netsh interface tcp show global shows current state

    q: doesn't QL save my config already?
    a: yes, it does, same as q3a it will save them to the default cfg file.

    in q3a it is 'q3config.cfg' in QL it is 'qzconfig.cfg'.

    BUT that file is saved every time you quit the game, and so if
    something goes wrong the file can end up with settings you don't want,
    or worse reset to default entirely.

    Also sometimes the odd var consistently does not get saved to q3 or
    qzconfig.cfg such as r_displayrefresh (and I think in ql
    cg_predictLocalRailshots), you would have to keep typing them in every
    time it loads if you don't create an autoexec.cfg
    \ALIAS COMMAND (+vstr)
    -thing exists for all +things built into QL, so +moveup has a
    coresponding -moveup that is called when the key is released.

    You can now create these, or script shortcuts that don't need vstr in front with the /alias command
    /alias +vWalk "r_fastsky 0;cg_draw2d 0"
    /alias -vWalk "r_fastsky 1;cg_draw2d 1"

    /bind space +vWalk
    so in this made up example the sky would be drawn but all hud graphics would disaapear as space was held, and they would return when it was released.

    It is also possible to do

    /alias campgrounds "callvote map campgrounds"
    and then call that vote with
    instead of /vstr campgrounds if you had made a seta style script.

    /unalias +vWalk
    /unalias -vWalk

    will wipe the example alias
    or /unaliasall to wipe all

    Quote Originally Posted by SyncError
    Quote Originally Posted by injx
    if you want your shaft to appear in the place where it hits, including antilag effects, you need:

    y=1 (ping 80ms or less)
    y=80 / x (ping greater than 80ms)

    x is ping in ms, y is value of cg_truelightning.
    This is all entirely correct.
    ©Yakumo unr 2003-2013
    Last edited by Yakumo; 05-22-2014 at 09:17 AM.

  8. #8
    Senior Member Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo's Avatar
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    Aug 2010
    On UK keyboards you can bind the \ key that lays in between SHIFT and Z as 0x00


    bind 0x00 +zoom

    for some reason +attack will not work bound to this key at all, but most if not all other + functions work.


    Example 1: Scripted toggling

    If a cvar is a boolean (two states only, 0 or 1) then all you need is the 'toggle' command to switch it's states, eg:

    bind f4 "toggle r_fastsky"

    If you want to switch values between 0 and X (value that is not 1), or switch between three or more states, or switch through strings of text for chat binds then you have to script.

    Each line just sets the values you want to choose, then sets the toggling cvar you create to the next in order, until the end which calls the first instead so it all loops around :

    Crosshair cycle example :
    seta _xh0 "cg_drawcrosshair 0;set _xhair vstr _xh1" //sets value, then sets toggle cvar to call NEXT in line
    seta _xh1 "cg_drawcrosshair 1;set _xhair vstr _xh2" //ditto
    seta _xh2 "cg_drawcrosshair 2;set _xhair vstr _xh3" //ditto
    seta _xh3 "cg_drawcrosshair 3;set _xhair vstr _xh4" //ditto
    seta _xh4 "cg_drawcrosshair 4;set _xhair vstr _xh5" //ditto
    seta _xh5 "cg_drawcrosshair 5;set _xhair vstr _xh0" //sets value, then sets toggle cvar to call FIRST option
    vstr _xh1 //call one of the states to set it as default that will be how game starts, and create your toggle  cvar ('_xhair'  in this case) in memory.
    bind END "vstr _xhair" //bind a key to the toggle cvar
    The result of this example is pressing END loops through the _xh? lines endlessly, line by line top to bottom.

    If you only wanted to toggle between two states, in the above example you would simply remove lines 2-5, leaving only the definition for _xh1 at the top, _xh5 at the bottom (that sets the toggle cvar to recall the top line), the default call, and the bind.

    There are a few examples in my CFG attached in post 4, hopefully that coupled with this explanation will help you understand.

    Example 2: setting per-weapon sensitivities.
    When you set a value that's it, it's set, nothing will automatically unset it for you.

    so if you have
    seta sensitivity "7"
    bind 1  "weapon 1"
    bind 2  "weapon 2"
    bind 4 "weapon 4"
    bind 5 "weapon 5"
    bind 6 "weapon 6;sensitivity 2"
    the moment you hit '6' your sensitivity is stuck at 2 for all other weapons still. hitting 1,2,4 does not change it again. Only re-running your entire .cfg would help as that would call the first line 'sensitivity 7' again

    So you have to force it back to 7 if weap 1 is hit, but also you want the same for weap 2, weap 4 etc.

    NB. script commands are run in order, one by one, left to right
    seta sensitivity "4"
    bind 1  "weapon 1;sensitivity 7"
    bind 2  "weapon 2;sensitivity 7"
    bind 3 "weapon 3;sensitivity 7"
    bind 4 "weapon 4;sensitivity 7"
    bind 5 "weapon 5;sensitivity 7"
    bind 6 "weapon 6;sensitivity 2"
    And now you could also easily chose a different sensitivity for every weapon.

    The only way to do it reducing the values you have to type in if you want to change your default sens if you regularly tweak your config is to rig a default cvar:

    nb. I use '_' a lot in my scipts so my added cvars don't auto-complete when I'm searching for in built quake commands in the console. Some
    people dislike that.
    seta _dsens "sensitivity 4;cg_drawgun 0" //creates a default script item, you can put anything here as shown
    vstr _dsens  //run default settings once so thats how it is when you  start the game
    bind 1  "weapon 1;vstr _dsens" //every weapon you want to use default  setup calls _dsens
    bind 2  "weapon 2;vstr _dsens"
    bind 3 "weapon 3;vstr _dsens" 
    bind 4 "weapon 4;vstr _dsens"
    bind 5 "weapon 5;vstr _dsens"
    bind 6 "weapon 6;vstr _dsens;sensitivity 4"//calls _dsens first to  keep the drawgun default, then overrides sensitivity
    bind 7 "weapon 7;vstr _dsens;cg_drawgun 2" //calls _dsens first to keep  the sensitivity default, then overrides cg_drawgun
    If you have more than one key/button bound to a weapon, then it can help to make a manageable cfg to have weapon scripts that you bind, instead of a copy of a long complex line for every bind that you have to chase down and alter each one of if you ever want to change your settings for a weapon :
    seta _dsens "sensitivity 4;cg_drawgun 0" 
    seta _G "weapon 1;vstr _dsens
    seta _MG "weapon 2;vstr _dsens
    seta _SG "weapon 3;vstr _dsens
    seta _LG "weapon 6;vstr _dsens;sensitivity 4"
    seta _RG "weapon 7;vstr _dsens;cg_drawgun 2"
    bind 1 "vstr _G"
    bind 2 "vstr _MG"
    bind 3 "vstr _SG"
    bind 6 "vstr _LG"
    bind 7 "vstr _RG"
    bind tab "vstr _SG"
    bind Mouse4 "vstr _LG"
    This way if you want to change your LG
    settings you only have to modify the seta _LG line, and not every
    single place you have a bind for the LG.

    Subscribers can just override the set of cg_weaponConfig_XX variables, these get called automatically when you change to a weapon, see my CFG for details.

    Any interrupted connection or blips on netgraph can be caused by something on your system, or outside of your system (ISP) causing a delay, or actually completely blocking your connection to the server for a time.

    This can be faulty hardware (dying network card, any wifi connection), any internet using software (especially bittorent), malicious software (botnet infection), anyone who shares your internet in your home, oversubscribed lines on your street, ISP problems.

    checking the cvar cl_currentserveraddress will get you the server IP in game (you must do cl_currentserveraddress on a currently active server, if it's one you just left, make sure you get the FIRST ip that spits out and not the one labelled "default:" also do not put in the PORT (eg ":27017" ) just the first 4 sets of 3 digits) , run tracert in a cmd prompt on that IP (or even better download a tool like winmtr (FREE) or Ping Plotter Freeware, set trace delay to 1 second to best simulate quake traffic) to identify where along the route your problem is coming from.

    For mac you could try http://mtr.darwinports.com/ (free) or visualroute (limited free or commercial mac/pc)

    There are 2 common scenarios in homes


    In this scenario the first ping listed is to your modem, the second ping is the first hop outside your LAN and on the internet.


    In this scenario the first ping is from your computer to your router, the second ping value is router to modem, so the 3rd value and any subsequent ones are outside your LAN and on the internet.

    Any problems (high pings) from the internet side of your modem are ISP routing issues so it's not a problem with your own equipment, but something you have to try and convince your ISP to look into and solve, directly contact the router owner, or change ISP.

    The first HOP after the modem is your local router (UBR if cable) and if this is struggling to respond quickly it tends to mean your street is oversubscribed by your ISP.

    It's very worthwhile reading this despite it being an old post, even if you're not dealing with .DE : Martijn Schmidt from the i3D.net NOC on .DE routing

    Also Level3 (backbone provider) on Routing Issues

    And if you want to understand more: Networking 101: Understanding Internet Routing and Peering

    ©Yakumo unr 2003-2013
    Last edited by Yakumo; 09-03-2014 at 05:00 AM.

  9. #9
    Senior Member Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo's Avatar
    Join Date
    Aug 2010
    In_mouse 2 should give you completely acceleration free mouse movement in windows, if you can't use this for some reason, or just want no accel in other games then you can try these registry patches :

    MarkC Windows 7 Mouse Acceleration Fix - Win7/8.x ONLY

    CPL Mouse Fix or Cheese Mouse Fix - NON win7 machines. The Cheese fix is the more accurate of the two but requires specific screen refresh
    Measure how far your mouse has to travel to perform a 360 degree turn in game.
    1. Place Mouse at edge of mouse mat when aimed at an exact point
    2. move slowly round till looking at same point again
    3. measure mouse mat edge to mouse edge .
    This simply measures where the edge of your mouse started, to where it ended up completing a full 360 degree turn. cm/360 or inches/360 depending where you're from.

    This is assuming acceleration is off, otherwise speed will alter things considerably.

    If it's less than 3 inches (7.5cm) then I would argue that your sensitivity set-up is far to high for accurate play, you will unlikely to track well with LG and MG ('well'=near 40% accuracy) and your movement will suffer, circle jumps especially.

    The formula to compute sensitivity in inch/cm for a 360°

    Assuming no acceleration is used:

    Sinch=360 / (M*R*B)
    Scm=360 / (M*(R/2.54)*B)


    Sinch=sensitivity in inch
    Scm=sensitivity in cm
    R=mouse resolution (dots/counts per inch)
    B=ingame sensitivity

    fov sens change calc
    Quote Originally Posted by Ironbyte

    Because it is a 3D world seen on a 2D plane (your monitor) this is not true. I took a few screenshots to illustrate this: http://img31.imageshack.us/gal.php?g=shot0008xln.jpg

    Only the fov is changed between the screenshots. If you compare the size (width or height) of the Quake Live logo between the screenshots you'll get the following:

    fov 100 - size 1x
    fov 75 - size 1.55x
    fov 50 - size 2.56x
    fov 25 - size 5.38x

    You can easily verify this yourself by counting pixels in any photo editing software. So going from fov 100 to fov 50 doesn't make things 2 times bigger, but rather 2.56 times bigger! This means that you need to divide your sensitivity by 2.56 in order to cover the visual distance with the same physical motion of your mouse (compared to fov

    The formula to calculate this is:

    Zoom_sensitivity=sensitivity * tan((zoomfov/2) * (PI/180)) / tan((fov/2) *(PI/180))


    sensitivity 4
    cg_fov 100
    Desired: fov 50

    4 * tan(50/2 * pi/180) / tan(100/2 * pi/180)=1.5651.

    This is not the only way to calculate a new sensitivity. Other ways are:

    A) zoomfov/fov (linear)
    B) Take aspect ratio in account: atan(1/aspect_ratio*tan(zoomfov/2*pi/180)) / atan(1/aspect_ratio*tan(fov/2*pi/180))
    C) Setting random values
    D) Use +zoom and just play the damn game. [img]ultimate_quake_live_guide_v2_files/rolleyes.gif[/img]

    Use whatever you feel most comfortable with!
    Quote Originally Posted by Lorfa
    cg_zoomsensitivity 1 lowers your sensitivity using a scaled algorithm

    Values higher than 1 are multiplied by the result of the scaled algorithm, so if your sensitivity was 1, and during zoom the result of the scaling (which takes your original fov, and zoomfov into account) was 0.36, setting cg_zoomsensitivity to 2 would be 2*0.36=0.72 .

    cg_zoomsensitivity 0 uses an older algorithm, which was a simple ratio.
    For example if your zoomfov was half of your fov, your zoom sensitivity would be half. This wasn't technically correct and was later changed, see the forum link above.
    Quote Originally Posted by TTimo
    This patch comes with an alternate set of cvars to configure and tweak mouse acceleration. Nothing fundamentally new but it's a bit easier to setup mouse acceleration, and it's an option offered in QUAKE LIVE which I'm contributing to the GPL'ed quake3 source already.

    Below is a bit of documentation I posted about the system.



    I've been using an experimental mouse acceleration code for a while, and decided to make it available to everyone.

    Don't be too worried if you don't understand the explanations below, this is mostly intended for advanced players:

    To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)

    New style is controlled with 3 cvars:

    The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if you have a base sensitivity setup, as soon as you set a non zero acceleration your base sensitivity at low speeds will change as well. The other problem with style 0 is that you are stuck on a square
    (power of two) acceleration curve.

    The new code tries to solve both problems:

    Once you setup your sensitivity to feel comfortable and accurate enough for low mouse deltas with no acceleration (cl_mouseAccel 0), you can start increasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the amplification you want for high deltas with little effect on low mouse deltas.

    cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power curve as style 0. The higher the value, the faster the amplification grows with the mouse delta.

    cl_mouseAccelOffset sets how much base mouse delta will be doubled by acceleration. The closer to zero you bring it, the more acceleration will happen at low speeds. This is also very useful if you are changing to a new mouse with higher dpi, if you go from 500 to 1000 dpi, you
    can divide your cl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely gain in precision when you do that, but that is not related to mouse acceleration).

    Mouse acceleration is tricky to configure, and when you do you'll have to re-learn your aiming. But you will find that it's very much forth it in the long run.
    cl_mouseaccelStyle was later removed, see http://www.quakelive.com/forum/showt...Accel-Features for the current system.

    Quote Originally Posted by Lorfa
    they just added offset and power (to style 0)
    B + (A(v-c))^(P-1)
    sensitivity + (cl_mouseaccel(velocity-cl_mouseacceloffset))^(cl_mouseaccelPower - 1)
    velocity in counts/msec, unless m_cpi = mouse cpi, then it's in cm/second
    Quote Originally Posted by SyncError
    • Added cl_mouseSensCap
      (default 0/disabled) to cap the mouse speed if you are using
      acceleration. Pass it an equivalent sensitivity with no acceleration
      value, and the acceleration code will not go beyond that.
    Quote Originally Posted by injx
    when using m_cpi, your cl_mouseaccel setting is your real accel, and the offset is the mouse speed in cm/s at which accel begins to be applied.


    without m_cpi, the offset is in units of counts per millisecond, so the conversion would be

    new_offset = old_offset * (1000 / (m_cpi / 2.54) )


    if you were using in_mouse -1, a windows setting of 6/11 is a factor of 1.0, not a factor of 0.6.

    driver sensitivity settings do matter though, so that might be the factor of 0.6.


    1. pitch and yaw scale both the sens and accel terms.
    2. the amount of accel you get is proportional to the square of the mouse resolution. this fact alone is enough to calculate what new value of accel to use if you are changing your dpi, based on your old values.


    I use 71cm/360 with accel 0.7 on 450dpi, which is the same as accel 0.04375 on 1800dpi. (default m_yaw).
    use cl_mouseacceldebug to fine tune, this creates mouse.log in your cfg containing directory.

    ©Yakumo unr 2003-2013
    Last edited by Yakumo; 05-28-2014 at 05:11 PM.

  10. #10
    Senior Member Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo's Avatar
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    Aug 2010
    If you feel the need to ignore a player, but it's not so bad you wish to record it and submit it to suppot to have them disciplined you can use \block eg:

    \block AnnoyingTroll

    you need the player name, not the clan tag to do this (clan tags are always at the front of the name)

    This will block ALL chat from them both in game, and via the QuakeLive chat system

    to see who you have blocked


    to remove someone from the list
    \unblock AnnoyingTroll

    This is UNSUPPORTED but possible,

    If using a network or multi-user PC this example will move and link only the baseq3 directory with the PK3 bin/map files in, that way
    individual users keep their quakelive/home directories for their own .cfg files, demos, screenshots etc but share the pk3 files so if the
    QuakeLive system updates they will only re-download once for the first user to try them.

    If you are an individual user I would suggest leaving the files where they are and creating a shortcut to them, If you need to relocate the
    install for lack of disk space, just remove "\baseq3" from the example text, and move the entire "QuakeLive" directory from within "id software".

    1) locate your QL installation, leave the "id software" directory and move (not copy) the complete "baseq3" dir with all the .pk3

    For this example I create "e:\quakelive\" and move baseq3 into that, so I now have "e:\quakelive\baseq3" holding lots of .pk3 files.
    e:\quakelive itself would not hold any other user accessible files, only the baseq3 directory is going to be linked to.

    XP/Vista/Win7 it would in fact be sensible to move the baseq3 folder to
    %ALLUSERSPROFILE%\id Software\QuakeLive
    We will create a link where the old directory was, through to this new location where we moved the actual data to.

    2) (win) got to "Start -&gt; Run" and enter "cmd".

    This uses /J for a Junction (should cross different disks) so it is server processed if necessary, please read File-Based Symbolic Links If you need the link to traverse SMB boundaries you must use /D for a symlink instead.
    mklink /J "%APPDATA%\..\LocalLow\id Software\quakelive\baseq3"  "e:\Quakelive\baseq3"
    1) download the tool "Junction" from the microsoft site
    2) extract it to your windows/system32 folder
    junction  "%APPDATA%\id Software\quakelive\baseq3" "e:\Quakelive\baseq3"
    *NIX (untested example)
    ln -s /opt/Quakelive/baseq3  ~/.quakelive/baseq3
    ©Yakumo unr 2003-2013
    Last edited by Yakumo; 05-22-2014 at 09:33 AM.

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