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Green Knights cfg writing guide 2 comments
- Friday, 28 July 2000
Introduction
I am sure many of you who have looked through many of the top players configs on this site and many think "man if I used the settings of this guy I might get as good as them" well I used to think that way, not long before I started this site and sometimes these bad habits took over which was not good, well just thinking that many of you want to be the best players you can be well that starts with your setup. In this guide I will write about what is important about writing a config and also some tips for some really usful commands to use when writing your config!
Starting Off....
Well starting off, where do you start well what I do recommend is looking through some other peoples configs this can give you some ideas, sometimes it is just a case of taking various parts from other peoples and sticking them together, but just because using someone elses config does not mean you will play like them, the best way is building one that works best for you and that are comfortable foryou. Also you need to know what kind of settings you are looking for, maybe this means deciding on maybe nice eye candy, or the best frames per second, or playability again some experimenting is usually the best way to find this.
Once you have got some ideas get all the various commands layed out in your cfg file and start to fill things in, I would recommend as you do this you test it out maybe by doing timedemos and/or playing against bots to make sure the various settings are comfortable/fast to use. This is also another way of getting settings you like, in many ways it is just a case of trial and error.
Movement and bindings
Well this is the basis of any config is the movement keys , this is very much personal perference their are many combo's ranging from wasd , to asd and mouse 1 as forward just to name a few, I would recommend looking threw some other configs to get some ideas and find what is comfortable. The next step to work outward and devise weapen bindings. What needs to be done is put the most used weapons on the easiest, closest and fastest keys to reach from your movement keys, this will save hassle and problems from choosing the wrong weapon or changing slowly in a vital moment. Then once you have sorted that out you place the remanding things around it which you may need to bind like team play binds and speech keys or toggle keys for example.
Commands to look out for...
In quake 3 their are some commands that can change things quite alot relating to graphical playability and speed, I will now go over some of the important ones below.
r_picmip (playability, graphical detail, fps)
Well I am sure many of you have heard of this, basically what this does is set the maximum texture sizes of map textures and player skins. In simple terms is basically it blurs things up. Now many of you may notice that alot of people use this ,on the surface sure it is faster than the default picmip of 1, but also it is used for other reasons. Using a higher picmip (5 being the most common) helps create more definition between the surrounding level and the actual player skins, because their is alot less variation in shades of colours and so forth, this helps create variation and seems to help alot of people with aim as they say and I also can say but again it is up to you because you have to like what you are using.
r_picmip 5
r_picmip 1
r_mapoverbrightbits (playability)
This command is still very unknown, and it is also a VERY usful command, basically what it does is set the intensity level of lights reflected from textures in the game (map textures) . and with the default level of 2 there is alot of variation of light (shadows, dark, bright etc), many players who use this set it to 5 because it creates a very linear intensity of light throughout the entire map and it made a more uniform brightness. This also again according to some players can help things like aim (distinguishing between players and the surroundings). Again this is about trail and error and if you find to bright try using a setting between 2 and 5 and maybe play around with your gamma settings also.
r_mapoverbrightbits 5
r_mapoverbrightbits 2
r_ignorehwgamma (playability)
This set at it's default level of 0 as alot of advantages than having it enabled. When this is set to 1 it can increase fps but it also makes things ALOT darker. But when leaving it at 0 it can help in various ways by making explosions, the shaft and rocket trails far less intense, bright and much transparient createing better vision during those intense fire fights.
*note* I was informed this is not the case with the voodoo set of cards and their drivers*
r_ignorehwgamma 0
r_ignorehwgamma 1
cg_fov (personal preference)
Fov stands for field of view, this can be set at almost number. The default is set to 90 although many players like to use it alittle higher to help see more around them. But again this is very much a personal type setting and I would recommend trying a numbers between 90 and 110.
cg_fov 110
cg_fov 90
com_maxfps (playability)
This setting is used to cap the frames per second during games. It has been found that using this at certain settings can help you obtain and do jumps you could not do on some settings. The setting depends alot on the system and drivers you use NOTE: this does work with the fps increasing dll's but everytime you want to use the special effects you must map_restart.
Demo of a com_maxfps that allows the extra jumps, this one is to mega health on dm13.
Get the demo here
r_vertexlight (playability, fps, graphical detial)
Here is a basic conclusion of this command:
enable vertex lighting (faster, lower quality than lightmap) removes lightmaps, forces every shader to only use a single rendering pass, no layered transparancy, environment mapping, world lighting is completely static, and there is no dynamic lighting when in vertex lighting mode. (recommend dynamiclight 0 and r_vertexlight 1)
"a direct FPS benefit" - John Carmack
r_vertexlight 1
r_vertexlight 0
r_texturemode (fps, graphical detial)
Well their are two settings which you could I would recommend using. To begin with their is r_texturemode "GL_LINEAR_MIPMAP_NEAREST", which keeps the basic texture quality but helps to speed things up over the default. But another command that can help increase your fps score in many cases but not all is r_texturemode "gl_nearest", this setting creates a quake 1 in software mode look. So this command has a few choices for the various type of setups you could be looking at, just choose whatever like the most.
r_texturemode "GL_LINEAR_MIPMAP_NEAREST"
r_texturemode "GL_NEAREST"
Config Layout
Once you have got your settings where you want them, you may want to work on the configs layout Why? Well sometimes when you want to change things around you cannot find the various commands and this can be rather annoying , something I highly recommend doing is sorting all the settings under various headers. Their are various ways you can do this, one way is to sort them by their use like rail settings , or mouse settings. Another way is sorting them into cg_ and cl_ settings etc. Whatever way you do it , it generally makes things easier to find and change and alot easier for others to read.
If you want a good example here made by [xeno]charger
The Frames Per Second Hungry
I know myself and alot of people are after the best frames per second in games well when it comes to the quake 3 commands I can help. Their is a config I set up with the the fastest gfx settings. NOTE: On some systems it is not the fastest and also before using backup your old config.
You can get the cfg here
Conclusion
Whatever setup you decide on using, no matter what it maybe in the end it comes down to you and feeling comfortable with what you play with, sure frames per second can help you game play but the best way to help you improve you game when it comes to your config setup is you being comfortable and used to what you use, and of course practice practice. I hope you have found this guide helpful and if you have any questions or comments contact me @
post your comments and questions here on the Message Board.
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