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Last updated : 20/05/2009 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, only some .cfg things needed to be dropped really. Always W.I.P.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 pro's INDEX (Some topics cross post boundaries) Post 1: Hardware, Weapon Selection, Abbreviations And Common Terms HARDWARE Networking:POSTURE It's best to be looking slightly UP at your monitor, 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 upWEAPON SELECTION 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 thing to another faster. The best thing to do is to have one key/mouse function per weapon. I have RL and RG on mwheelup/down and the rest on keys for example.ABBREVIATIONS AND COMMON TERMS MG - MachineGun Last edited by Yakumo : 10-14-2009 at 01:08 PM. |
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#2
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The next 3 are terms you might hear from oldschool Q3A players -COLOURED TEXT / NAMES To colour your text you use ^ like ctrl+k in IRC. just do ^x b4 the text you want coloured where x is a number from 1 to 7. eg typing ^1hello will say hello in red, if you colour your name please put ^7 at the end otherwise q3 will over colour other peoples text immediately after your name ever comes up (fixed in QL) THE CONSOLE Ever since Quake many game settings that did not have UI menu's were still accessible through a command console. Settings that could be used to cheat are locked and can not be changed in multilayer games. QuakeLive has menus for more settings that previous games to try and make things easier for newcomers, but there are still some things that can only be done if you use the console or edit your cfg.ADVANCED MOVEMENT High wall jumping : In Q3A on 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. Last edited by Yakumo : 09-01-2009 at 12:24 PM. |
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#3
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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, pt2CONFIG FILES 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 PUNKBUSTER Punkbuster is an anti-cheat system 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.where evenbalance employees read and reply to the forums sometimes. PLAYING TIPS 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.Yakumo [UNR]yakumo yakumo'unr Last edited by Yakumo : 09-02-2009 at 03:00 PM. |
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#4
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DEMOS
You can record demos by just typingCONFIGS PART 2 The tweaks most are looking for that are not available in the in game advanced menu are :YAKUMO'S CFG BACK UP YOUR OWN CONFIG BEFORE USING THIS BY DOING \WRITECONFIG (yourname) Last edited by Yakumo : 11-03-2009 at 06:59 AM. |
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#5
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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. CRASH TUTORIAL 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.TIERS The skill levelling online is quite complicated, especially for duel which uses an ELO system (ELO rating for QL explained )QUAKELIVE DAMAGE CHART QUAKELIVE ITEM RESPAWNS
USEFUL LINKS Stop typing, it was answered before - An amazing list of guide threads and sites Last edited by Yakumo : 11-05-2009 at 09:34 AM. |
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#6
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Very nice guide so far and you are right, as a consistent 100+ ping player, I miss timenudge
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#7
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+sticky this.
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#8
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i thought that quake live saves all of the console commands and loads them everytime the game is started??? without needing to create a cfg file? I figured this was the case because QL was running at 60 hz, then i typed r_displayrefresh 75 and every time after that it ran at 75 hz. Can i get a confirmation that a cfg file is not needed for these settings??
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#9
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CUSTOM COLOUR BRIGHT SKINS
colourskins.jpg thanks to Poros1ty for modelling ![]() The letter based (non hex) colours fairly closely match the cpma colours : cpma_colors.jpg (nb. I'm English, the commands aren't, hence the colour/color spelling swapping ;op ) First you must set your enemy and or team model forced skins to a compatible model, with bright as the skin: cg_forceEnemyModel keel/bright cg_forceTeamModel visor/bright Also tankjr/bright and crash/bright are available. 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, and 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. SUPER BRIGHT SKINS 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.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 : seta cg_enemyHeadColor "0x804000ff" //orange, same as c seta cg_enemyLowerColor "0x008000ff" //green, same as i seta 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 MOUSE ACCELERATION Quote:
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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) with Sinch = sensitivity in inch Scm = sensitivity in cm M = m_yaw R = mouse resolution (dots/counts per inch) B = ingame sensitivity MULTIPLE MACHINES ONE WAN IP 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) to change the port used for quakelive (every machine needs to be on a different port) then net_restart WHY MANUAL CFG'S? 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 R_MODE & R_INBROWSERMODE LIST r_mode "-1" is for custom resolutions r_mode "-2" detect desktop resolution and use that when going fullscreen Quote:
-thing exists for all +things built into QL, so +moveup has a coresponding -moveup that is called when the key is released. There isn't a way to configure your own +/-, but you can trick it. eg. so bind x "+attack;toggle r_fastsky" (example, you can use vstr toggleMycommand or whatever) tap the key once for a single shot and +attack fires one shot, 'r_fastsky becomes 0 (if 1 b4) then as the key is released -attack is automatically called stopping you fire, and r_fastsky is toggled again. if you don't want a +thing activated, then script with +mlook as the cmd your piggybacking as then it won't affect the game at all. so you will see one shot fire, and the sky flash on then off (or off then on if you normally have it on) The only problem seems to be that if you hold the key down, the script section after +thing will keep repeating rapidly, trips out and you'll end up coming out of it with the wrong state. The result being when you let go of the key the status is reversed and then pressing the key again would just toggle it again so you'd be stuck with it in reverse until you hold it down and manage to come out of it reversed back again to how you wanted it. So it is technically possible, but you may end up finding it doesn't work reliably enough for you to want to use it. You could have a reset state bind to force it back to the initial state if it bugs out, but that's getting quite a hassle then. CG_TRUELIGHTNING Quote:
Last edited by Yakumo : 09-08-2009 at 08:08 AM. |
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#10
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ah i see, thanks.
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