QL.insta.cfg
I have a parrot here.
which makes you mow one -eyed pirate from quakeribbean island
hello guyz.. ok physics and ramp jumps in this cfg.
There are probably those inclined ramps meant in ermap3 there are hardly any stairs.
That's rightly so. Quake Live has indeed "Ramp Jumps" installed, but they are disabled. You can only activate it in practice mode and play locally test /, but not online.
Excessive increase in most configs Ramp Jumps have enabled, so expect / want / miss it well.
If desired, i can add simple PHYSICS_RAMP_JUMPS.
just checked insta on ql. there is realy cooldown on weapon switch.
and on qlinsta.cfg u can shoot with rail and fast switch to gauntlet. it's sux
That's rightly so. Quake Live has indeed "Ramp Jumps" installed, but they are disabled. You can only activate it in practice mode and play locally test /, but not online.
no, asp. actually it's been for quite some time that pro subscribers can turn ramp jumps on when they create a server (though doing so will make these matches unranked). besides, ql ramp jumps are more like double jumps.
oh, and you better add support for a custom cvar, e.g. pmove_rampjump (0|1) like in ql, that will add/subtract PHYSICS_DOUBLE_JUMPS to/from the xp_physics bitmask, than just implement this physics in cfg explicitly.
for example, like this:
if ($pmove_rampjump == "") $pmove_rampjump = 0; // default is off $xp_physics = blah-blah-blah | ($pmove_rampjump != 0 ? PHYSICS_DOUBLE_JUMPS : 0);
also, please keep in mind what blackfx said: in ql you can't instaswitch to any weapon after making a rail shot - you have to wait while rail reloads first. so, your current setting that allows making a rail shot and then instaswitching and firing with gaunt is wrong.
wrote:wrote:wrote:XTERMY, you might want to set r_enablePostProcess to 0, it's a very well known cause for messing up your fps. :) Might want to mess around with vertex and dynamic lighting settings as well.Thanks Mad, after r_enablePostProcess "0" my 125 fps are back but after having some gamma problems as is too dark and r_gamma command doesn't make any difference. The only solution I have seen is to set r_ignorehwgamma to 1 and is bright again and ok but, again, r_gamma not making any differences. Any more commands I should play with for the gamma? I always use r_vertexlight 1, r_dynamiclight 0 and r_picmic 0
Not sure. If you want to tweak your brightness you can try increasing/decreasing the value of r_intensity, r_overbrightbits and r_mapoverbrightbits, they adjust the brightness of model textures and map textures. The values can be fractional, it's really handy if you want to make everything just a bit darker or brighter.
Ok, I will try them later After r_enablePostProcess "0" I think I only had brightness problems. I can handle that ones but I couldn't play with fps moving beetwen 50-100. Thanks again.
After more testing, I did realise that I still had a bit of fps drops to 90-100. In case anyone interested, the problem of my fps drops was IE9 because after using Firefox my fps were stable all the time and also was able to use r_enablePostProcess "1" what fixed my gamma. Only thing I had to change was r_enableColorCorrect to "0" and everything ok. So now I can start playing QL again
wrote:That's rightly so. Quake Live has indeed "Ramp Jumps" installed, but they are disabled. You can only activate it in practice mode and play locally test /, but not online.no, asp. actually it's been for quite some time that pro subscribers can turn ramp jumps on when they create a server (though doing so will make these matches unranked). besides, ql ramp jumps are more like double jumps.
oh, and you better add support for a custom cvar, e.g. pmove_rampjump (0|1) like in ql, that will add/subtract PHYSICS_DOUBLE_JUMPS to/from the xp_physics bitmask, than just implement this physics in cfg explicitly.
for example, like this:
if ($pmove_rampjump == "") $pmove_rampjump = 0; // default is off $xp_physics = blah-blah-blah | ($pmove_rampjump != 0 ? PHYSICS_DOUBLE_JUMPS : 0);
also, please keep in mind what blackfx said: in ql you can't instaswitch to any weapon after making a rail shot - you have to wait while rail reloads first. so, your current setting that allows making a rail shot and then instaswitching and firing with gaunt is wrong.
Thank you for your good explaining! I have it now!
when we load qlinsta cfg we need to manualy change g_speed to 320 or not? i guess it is possible to set it by default in qlinstacfg
when we load qlinsta cfg we need to manualy change g_speed to 320 or not? i guess it is possible to set it by default in qlinstacfg
it is
$g_speed = 320;
sry for question iam too lazy to download it
thx fala