Quake III E+ Config Editor

88 replies [Last post]
AoQ | SIMPS
Simpson's picture
Offline
Joined: Nov 2006
Posts:
Quake III E+ Config Editor

wow im really impressed, very contructive and helpful posts!

i am already working on a new version, but i will collect some more ideas bevore release (because imo its a bit to early right now to bring an update, would suck for the people who already downloaded it)

thank you guys, i will for sure implement everything u wrote Happy

PS: what values can be used for aspect ratio? only 1/0 or a special number?
and what does xp_oldhitsound exactly do at numbers from 1-5? Happy
id also like to have more infos for:

xp_specMode (1/0)?
cg_projectileNudge (1/0)? effect?
cl_timenudge (1/0)? effect?
xp_drawMouse (1/0)? effect?

Phenom II X2 550 BE @ X4 @ 4x3.1Ghz 1.35v (Unlocked to Quad)
4GB DDR2 800 CL4
Sapphire HD6850 @930/1150Mhz

eXtremely'visible!
funk's picture
Offline
Joined: Mar 2008
Posts:
Quake III E+ Config Editor

well, nice job simpson Winking i think this program will be very useful for the newbies, and guys who doesnt know any commands in the cfg. here someone may without any serious problem understand what command is mean in your cfg. i`d suggest to add a little more in the video and other settings a bright examples with a button "?".
respect to you Winking

* Veni, Vidi, Vici! (c) July Caesar.
* God lives in fair heart.

mow Q [EN]
Offline
Joined: Nov 2003
Posts:
Quake III E+ Config Editor

Can u also implement an option to create a config from scatch, without loading ur own config. Also an option to save it as "autoexec" config, sortet by "function"

Like
- binds
- graphic settings
- sound settings
- connection settings
...
...

Also there is just a textfield for texture modes, please add all available texturemodes

lagstard
Developer (retired)
rabusmar's picture
Offline
Joined: Jan 2008
Posts:
Quake III E+ Config Editor
AoQ | SIMPS wrote:

Yep, xp_aspectRatio 1 enables the aspect ratio fix, 0 disables it; xp_oldHitsound 1-5 just brings different hitsounds, but they will be only one sound, not depending on damage as xp_oldHitsound 0. Also, its xp_specModel (with the l at the end), and yep, 1 to enable and 0 to disable.

cg_projectileNudge accepts only positive numbers and you can cap it up to 999. It should be set to the same amount of your ping. What it does is to advance missiles more than they actually are, so then you can dodge them more easily when having high ping.

cl_timenudge accept values from -30 to 30, and it makes the client to wait less or more to process the current snapshot, so negative values increases responsiveness because the client uses the snapshot information earlier and it needs to extrapolate player positions, it can help to feel the game as if you are pinging less, and positive values increase smoothness because player positions are always interpolated, and it can be used when having lag to smooth players a bit.

Btw, there is another cvar related to netcode, cmd_timeNudge, but i havent researched what it is for xD. I only implemented it because it was on unlagged source code.

xp_drawMouse 1 enables the cursor at the scoreboard when you are spectating so you can select with it the player you want to follow. It accepts another value, 2, that only enables the cursor when you are actually in the spectators team, and disables it if you are frozen (in freeze tag) or waiting to play (clan arena).

Había una vez un barco chiquito...

Cyrax
Offline
Joined: Apr 2009
Posts:
Quake III E+ Config Editor

Arrow

I am proud of spreading a pirated Excessive Plus version and claim to be the original author, yay!

AoQ | SIMPS
Simpson's picture
Offline
Joined: Nov 2006
Posts:
Quake III E+ Config Editor

thx for suggestions guys, here is what ive done so far:

added commands: (+tip texts)

xp_country
xp_rotation
xp_screenshotdefault
cg_teamchatonly
xp_recordmessage
xp_noparticles
xp_drawnames
xp_delagweapons
xp_aspectratio
xp_gunfov
cg_gunx
cg_guny
cg_gunz
xp_specmodel
cg_projectilenudge
cl_timenudge
xp_drawmouse

i also fixed some bugs, for example oldhitsound is now a combo box instead of checkbox, also xp_drawmouse, and some smaller fixes Big grin
screenshots for vertexlight are available now.

you can also create a new config now instead of loading an old one, but there are still some small issues with that feature

PS: @mow: to create an autoexec.cfg just save it under name autoexec.cfg Big grin

greez
simp

Phenom II X2 550 BE @ X4 @ 4x3.1Ghz 1.35v (Unlocked to Quad)
4GB DDR2 800 CL4
Sapphire HD6850 @930/1150Mhz

EQUILIBRIUM
telox's picture
Offline
Joined: Jul 2005
Posts:
Quake III E+ Config Editor

What do you guys think about an optimization option. It would make possible for new players to optimize their config with a single click on a button. I might think of 3 options: visibility (picmip 10, dark maptextures etc.), eyecandy(picmip 0, fastsky 0 etc.) and demoplayback(adding a script to manage /timescale etc.). What do you think about this and do you have any other idea's?

----------------------
|ZOO| team - Connecting people.

X.FACTOR!
Offline
Joined: Feb 2008
Posts:
Quake III E+ Config Editor

@equillibrium

how about as the optimize option a HIGH QUALITY, the highest of quality config Happy

.aNk/xXxp4l/:bR.Shady'XYN! wrote:

reading an x-factor and impulse exchange of posts on the forums is the equivalent of watching a beavis and butthead conversation

lagstard
Developer (retired)
rabusmar's picture
Offline
Joined: Jan 2008
Posts:
Quake III E+ Config Editor
EQUILIBRIUM wrote:

Nice idea, however, the optimization categories need some discussion.

Había una vez un barco chiquito...

EQUILIBRIUM
telox's picture
Offline
Joined: Jul 2005
Posts:
Quake III E+ Config Editor
X.FACTOR! wrote:

@equillibrium

how about as the optimize option a HIGH QUALITY, the highest of quality config Happy

I thought that I might call HIGH QUALITY config an eyecandy. Is it wrong english?
Here are the commands and the values I was thinking about.

'player
("model", "anarki")
("xp_colors", "1???1")
("cg_forcemodel", "1")
("xp_enemymodel", "keel/xp")
("xp_enemycolors", "72227")

'graphics
("com_maxfps", "125")
("r_mode", "6")
("com_blood", "0")
("xp_noshotguntrail", "1")
("r_picmip", "10")
("r_fastsky", "1")
("xp_nosnow", "1")
("cg_simpleitems", "1")
("cg_marks", "0")
("cg_gibs", "0")
("cg_noProjectileTrail", "1")
("r_fullscreen", "1")
("xp_noBobbing", "7")
("r_subdivisions", "20")
("cg_trueLightning", "9999999999999999999999999999999999999999999999999999999999999999")
("cg_drawGun", "1")
("r_lodbias", "0")
("r_mapoverbrightbits", "1")
("r_vertexLight", "0")
("r_texturemode", "GL_LINEAR_MIPMAP_NEAREST")
("r_lightmap", "0")
("xp_noBlink", "1")
("cg_oldRail", "3")
("xp_corpse", "7")
("xp_nomip", "2047")
("xp_drawping", "1")
("cg_railTrailTime", "800")
("cg_brasstime", "0")
("cg_fov", "108")
("cg_shadows", "0")
("r_intensity", "1")
("r_gamma", "1.2")

'HUD
("cg_drawTeamOverlay", "1")
("cg_draw2D", "1")
("cg_crosshairHealth", "0")
("cg_drawCrosshair", "15")
("cg_Crosshairsize", "60")
("cg_scorePlums", "0")
("xp_oldscoreboard", "0")
("cg_draw3dIcons", "0")
("xp_drawWeaponSelect", "0")
("cg_drawfps", "1")
("cg_drawtimer", "1")
("cg_lagometer", "0")
("xp_crosshairColor", "7")
("cg_crosshairPulse", "0")
("xp_drawStats", "1")
("cg_drawStatus", "1")
("xp_drawScores", "1")
("xp_drawNotify", "11")
("xp_drawClientNum", "5")
("cg_centertime", "0.5")

----------------------
|ZOO| team - Connecting people.