Difference between revisions of "Players Guide"

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(Using HTTP/FTP Download Support)
(Using HTTP/FTP Download Support)
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; cl_allowdownload 4  
 
; cl_allowdownload 4  
 
: do not use UDP downloads, but enable HTTP/FTP downloads
 
: do not use UDP downloads, but enable HTTP/FTP downloads
</code>
 
  
 
== QuakeLive mouse acceleration ==
 
== QuakeLive mouse acceleration ==

Revision as of 13:37, 28 August 2015

Windows

Installation

To install do something

Updating

Where are my files? I'm used to them being in the Quake 3 directory!

On Windows, all user specific files such as autogenerated configuration, demos, videos, screenshots, and autodownloaded pk3s are now saved in a directory specific to the user who is running ioquake3.

In order to access this directory more easily, you can also type %APPDATA%\Quake3\ in the file explorer and hit enter

On NT-based such as Windows XP, this is usually a directory named:

C:\Documents and Settings\%USERNAME%\Application Data\Quake3\

On Windows 8, 9, and 10

C:\Documents and Settings\%USERNAME%\Application Data\Quake3\

I don't like this!

You can revert to the old single-user behavior by creating a shortcut to your ioquake3 executable with the fs_homepath cvar set to the directory where ioquake3 is installed. For example: ioquake3.exe +set fs_homepath "c:\ioquake3"

Mac OS X

Linux

Android/iOS

We don't currently have an official version of ioquake3 for mobile devices, there are many versions of ioquake3 that you will find if you search app stores for Quake 3. We didn't make them, we can't fix them.

Using HTTP/FTP Download Support

Want to download maps and mods faster? If the server you're using supports it, you can!

Just type /cl_allowdownload 1 in the console and hit the enter key.

Changing that number to 0 will disable downloads, here are some other options

cl_allowdownload 1
Enable HTTP/FTP and UDP downloads.
cl_allowdownload 2
do not use HTTP/FTP downloads, but enable UDP downloads.
cl_allowdownload 4
do not use UDP downloads, but enable HTTP/FTP downloads

QuakeLive mouse acceleration

(patch and this text written by TTimo from id)

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:

sensitivity cl_mouseAccel cl_mouseAccelOffset

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<code> 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.

<code>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 worth it in the long run.

If you try the new acceleration code and start using it, I'd be very interested by your feedback.

Useful Console Commands