QL.cfg v1.0
(i got complaints about qzero map pack,- players noticing fps drop)
could be down to some of the texture sizes, some are much larger than the 'norm'
not sure if this would help.
r_ext_compressed_textures "1"
(just a guess really)
Trying to match a cylindric hitbox by scaling a box is quite contra productive, see the attached sketch.
I've finished the first draft of cylindric hitboxes for v2.2 so you will be able to use it for your config. While at it, also fixed the hitbox scale to not affect height at all.
Oh, and also removed xp_matchmode 2
and 3
, same functionality is now available to weapon configs.
Yes, it does. Also round-based gameplay is now available for CTF as well.
About the second, no not yet. There is an open feature request, you will see once it is done.
sounds promising ))
when this happens?
Trying to match a cylindric hitbox by scaling a box is quite contra productive, see the attached sketch.
I've finished the first draft of cylindric hitboxes for v2.2 so you will be able to use it for your config. While at it, also fixed the hitbox scale to not affect height at all.
Oh, and also removed
xp_matchmode 2
and3
, same functionality is now available to weapon configs.
octagonal
The BFG section is missing in your config, it has slightly different settings than baseq3/default. Also weapon dropping and raising should be both 201
.
QL got very configurable, you can copy over the values directly from the console and verify it for other weapons:
g_velocity_bfg g_splashradius_bfg g_splashdamage_bfg g_knockback_bfg g_damage_bfg weapon_reload_bfg weapon_gravity_bfg
Added QL physics to xp_physics.
Models are scaled by default to fit the hitbox. Can be disabled client-side.
wow, good job!
one question though.
does it mean that round-based gameplay is now available without using xp_matchmode at all?
edit: and also what about scoring in CA?