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Quake 3 - Console Command line(variables) - Part #2

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Quake 3 - Console Command line(variables) - Part #2 Empty Quake 3 - Console Command line(variables) - Part #2

Message  D'Artagnan Dim 2 Déc - 12:33

"r_smp"
- If you have two CPU's, Windows NT or 2000, and have a
graphics card AND driver which supports SMP, then you can benefit from
a more sustained Framerate, which may also be noticeably higher. The
default of course is 0, but if your system fulfils the above
requirements then ensure you set this to 1.

"r_subDivisions"
-
This is a texture setting which when set low, produces a better image
with more curves and less graphical inacuracies. The maximum setting I
would recommend is around 100 depending on the map. I like this set at
4 but feel free to experiment for the best comprimise between image
quality and framerate.

"r_lodCurveError"
- This setting
determines how close you have to be towards a texture before it clips
and loses its curves. I recommend a setting between 400 - 800 depending
on the power of your machine.

"r_stencilBits"
- This is a
hardware dependent graphical setting which creates more realistic
textures. Be sure to set this to 8 if your graphics card has a hardware
stencil buffer. Be aware that the screen may darken with this enabled.
Be sure to alter the gamma accordingly.

"s_musicVolume"
-
Self explanatary. Bear in mind that turning off the music doesn't
result in such a noticably higher framerate as in Quake 2, though the
optimal setting is still disabled

"s_loadas8bit"
- With this
set to 1, all the sounds in the game will be forced to be played with
half the available sound memory. This increases framerate somewhat.

"sv_pure"
-
Controls whether the game should be played in pure (as the developer
intended) or unpure (which means that certain mods can be used).

"vm_cgame / vm_game / vm_ui"
-
These settings MUST be set to 0 for the speed dll's to function
correctly. If any of these are set to 1 in your config, then you are
losing performance, so change them immediately.

1.25+ new console commands:

"cg_scorePlums"
- This controls whether the "scoreplum" floats above your victim when they are fragged. Not really a necessity so set this to 0.

"cg_smoothClients"
-
When g_smoothClients is enabled on the server and you enable
cg_smoothClients then players in your view will be predicted and will
appear more smooth even if they are on a bad network connection (LPB's
should love this feature when playing laggy HPB's). However small
prediction errors might appear.

"pmove_fixed"
- Think of
this as ID's answer to the 125Hz mod. Basicaly, with this enabled, all
players will move at the same frequency (which can be changed using the
pmove_msec variable) regardless of the clients framerate. The
advantages include even jump physics and movement for all players. The
downside is some people have found slight stuttering with this enabled
(although through my experience, it is negible). If you are playing
online, the server must have first enabled this option before you can
use it.

"pmove_msec"
- Sets the time in milliseconds between two advances of the player physics. Default is 8.

"r_inGameVideo"
- This feature lets you view small pre-recorded videos that the map
maker created to be viewed in game. This has only been implemented in
Team Arena maps as I write this, but no doubt standard Q3A levels will
be including such features imminently. Be aware that enabling this can
have a large impact on framerate, so te optimal setting is to disable.

"s_doppler"
-
A neat sound feature, which produces a "dopplar" effect when a
projectile from a rocket sweaps past you. Disabling gives a minor
framerate increase, but I like the effect and thus keep it enabled.

"headmodel"
-
changes only the head of the model to another model. Example: If you
are playing as the Grunt model, /headmodel "sarge" will stick Sarge's
head on Grunt's body. Selecting a new model will load both the model
and its matching head.

"team_model"
- changes to a model that will only be used during team game play.

"team_headmodel"
- changes head model to a head that will only be used during team game play.

Internet connection commands:

"cg_lagometer"
-
This is a very useful utility which lets you monitor your connection
on-line. With this enabled while you are playing on-line you will see 2
bouncing lines. The first line displays the conjunction between your
graphics card updating the frames in sync with the gameworld updates
recieved from the server. Idealy, this should be a straight blue line.
If it has bouncing yellow spikes then your display will stutter and be
more difficult to view. To combat this, first ensure you have followed
my tweaking techniques and then change your snaps setting. Usually,
this means lowering it by until your screen is stable and you have a
nice flowing blue line in your lagometer.

The second line shows
if packets are being recieved from the server. This should be green. If
it is yellow or red, try increasing your rate or try lowering your
snaps. If this does not help, you may be on a bad server so try
another. The height of the line is dependent on your current ping.

"cl_timenudge"
-
This interesting setting is identical to the pushlatency setting in
Half-Life. This is very user determined and impossible to judge for
every machine and every connection. I find this setting works well if
you set the cl_timenudge setting to around -30 the ping you currently
have with the server. If you don't like the way it affects your timing,
then leave it at default (0). Use this command in conjunction with the
lagometer for best results.

"rate"
- This setting controls
packets to ensure a good connection. If you have an ISDN modem (128K)
then this can be set to around 8000. If you have a 56K modem then this
should be around 3000-4500 depending on your connection speed. If you
are on a LAN or have ADSL modem, then this can be around 24000 or
perhaps even higher. Experimentation is required to find the optimal
setting.

"snaps"
- This is possibly the most important
setting for getting a good connection. As everyone knows, in Quake 2,
your gameworld updates depended on your current FPS so slower computers
were at a disadvantage. Now, in Quake 3, your snaps setting determines
how many updates you recieve from the server. 56K modems should have a
setting of around 20. ISDN modems (128K) should be around 40 as should
any other fast connection devices (LAN, T1 etc....). Remember to read
my cg_lagometer section for tips on "snaps".

"cl_packetdups"
-
As the name suggests, this setting is used to send multiple packets to
compensate for lost packet drops. This setting should be set at 1
unless you have a VERY good connection in which case set this to 0. Use
the lagometer to decide on which setting to use.

"cl_maxPackets"
-
This setting puts a limit on the maximum amount of packets that can be
sent to the server via the client. This setting is useful for people
with slower modems. The default setting is 30 (comparable to a 56K
modem), but lower this if you have a 33.6K modem or less, and higher
this setting if you have an ISDN or higher modem.

"com_maxFPS"
- This command limits your maximum FPS. Why you would want to do this?
2 reasons. Firstly, because it will help stop the server from having
lag confusion when your frame rate has a sudden rise or fall. Run a
timedemo, collect your average FPS and use that as the limit for when
you play on-line.

Another important aspect of this setting is
that your framerate determines how high you can jump. This is why
getting the max_FPS setting right is so important. Have a play around
until you find a figure that allows you to make the DM13 MH jump. Once
you have one (try to get it as high as it can go) stick with it.

Unfortunately,
playing online could make achieving maximum height tricky once again.
Personaly, I found that setting com_maxFPS to 83 offline and 63 online
the best solution for making those long, tricky jumps. Of course, this
may be totaly different for your machine so play around.

"cg_deferPlayers"
-
A nice simple setting. With this set to 1, new player skins will only
be loaded when you are either fragged or when you look at the
scoreboard. With this set to 0, new player models are loaded as soon as
a new player joins the server. I like this set to 1 as the screen could
stutter at a potentialy crucial time meaning frustration.

"cg_predictItems"
- This setting determines whether the server or the client decides on
whether a weapon has being collected. A setting of 1 means the client
decides, and a setting of 0 means the server decides. Setting it to 1
(default) makes gameplay flow quicker for HPB's, but can cause
confusion as to whether the item was picked up or not. Setting it to 0
means the server will always decide, reducing the chance of errors, but
this can cause slight ldelay after the item has been picked up. I keep
this set at 0 to prevent any unneccessary confusion.

"cg_forceModel"
-
If you want to use only the same model or skin throughout, then set
this to 1. Every character (human, or bot) will have the same character
model as yourself. However, if you are using a custom model with a
large polycount, this can hinder performance slightly. Default is 0.
D'Artagnan
D'Artagnan
Admin

Messages : 124
Date d'inscription : 01/12/2007
Age : 60
Localisation : Charlemagne, Quebec, Canada

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