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  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
    Member Cafijn is on a distinguished road
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    Quote Originally Posted by Yakumo View Post

    Just remember it will all come together after enough practice. (Thanks RAZ3R)
    That link is dead =/ what video was it?

  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
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    Thanks for letting me know!
    It was https://www.youtube.com/watch?v=LFt2-kart2M

    hehe =)

  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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    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 ]

    ©Yakumo unr 2003-2013
    Attached Files
    Last edited by Yakumo; 09-18-2014 at 04:09 PM.

  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
    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.

  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
    Join Date
    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.

  9. #9
    Senior Member Marklar is on a distinguished road Marklar's Avatar
    Join Date
    Aug 2010
    ZZ9 Plural Z Alpha
    I was looking forward to see this again, thanks Yakumo!

    Quote Originally Posted by idsoftware View Post
    I hope you managed to save a copy of the version on the old forum, if you can't here's googles cached copy of it.
    Cool combo breaker bro.
    Btw, you shouldn't get used to that name. It's copyrighted, so it's only a matter of time before you lose it.
    Last edited by Marklar; 08-09-2010 at 07:35 AM.

  10. #10
    I was just thinking, about keyboards, Logitech UltraX Premium is pretty good too. Flat buttons, cheap and have never glitched in quake.

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