Wormburner's GLQuake Info / Links

Updated 01/01/09

 

Here is a copy of the GL Setup Guide done back in 1997.  I have it in a zip file to the right in the GL Help Menu.  The Planetquake link is a good one to read on what drivers to remove.  I had Quake 1 installed on my Windows 2000 system and just copied and pasted the folder to my Windows XP SP2 system.  Quake works fine under winquake.  To get GL quake to work remove the opengl32.dll file from the quake folder and / or systems folder.  Just do a search and remove them if you have newer video cards.  My files page has all the files you need to run it.

Helping Fellow Quakers Kill More Efficiently Since 1997

3 Fingers' Ultimate Set-Up Guide Version 1.12

For GL Quake And Quake World.  11/15/97

 

Compiled and written by Brett "3 Fingers" Jacobs

Any updates, corrections or questions, email to: twang2000@teleplex.net

Go to "edit" then "find"  to enter key words for search.

What are the system requirements for GLQuake?

GLQuake requires the following:

- Voodoo Graphics, Voodoo Rush, Riva 128 or PCX2  Based 3D Video Card.

- Windows 95 or Windows NT (Voodoo Graphics Only for NT)

- A PC with a Pentium 90 or higher CPU

- 16MB of RAM (+ at least 80MB of Virtual Memory)

- 2D Video card set at 16 bit or higher color

- Registered Quake (not shareware)

You must be using a video card that handles Open GL 3DFX applications.

Currently, these below 3 video cards are the most popular and have the most support.

1. Orchid Righteous 3Dfx Voodoo Graphics  4MB

2. Monster 3Dfx Voodoo Graphics  4MB

3. Canopus Pure 3D Voodoo Graphics 6MB (Very nice. If you have not purchased a video card yet. Get the Canopus Pure3D. I just ordered one to replace my Orchid.)

*when installing the card, it is best to skip a slot between it and your 2D card.

*these above 3 cards are an add on to your existing video card.

Other new video cards are being released weekly that run GL Quake. I highly recommend you purchase a video card that has the Voodoo Graphics Chip as the 3 cards listed above. Do not confuse Voodoo Graphics with Voodoo Rush. While the Voodoo Rush will run GL Quake, the performance you can expect is no where near that of a "tweaked"  Voodoo Graphics card. You can nearly double the FPS by tweaking a Voodoo Graphics Card as described in this setup guide. On my PPro 200 using an Orchid 3D Video Card, I get 25FPS  (640x480) "untweaked". After performing the "tweaks" in this guide, I get 46FPS (640x480) of visually stunning, bugfree reliable gameplay. Zashin of the GL Quake Dojo , has completed a chart of available 3D video cards and their FPS performance running GL Quake . His FPS performance numbers are "untweeked" results. Go to the below URL to view the chart:

http://www.planetquake.com/gldojo/chart.html

THESE ARE THE DRIVERS YOU SHOULD BE USING FOR THE BEST PERFORMANCE AND BUG FREE GAMEPLAY. INSTALL IN THE ORDER THEY APPEAR.

1. DirectX from the CD-ROM that came with your 3DFX Voodoo video card or go to the video card manufacturers webpage and get the latest DirectX that they recommend.

2. Latest Voodoo Video Card drivers from your video card manufacturer.

http://www.3dfx.com/download/sdk/index.html

3. Glide 2.43 Runtime End User Drivers.(or latest)

http://www.3dfx.com/download/sdk/index.html

THE NEW MONSTER 1.09 DRIVERS COME WITH GLIDE 2.43

*IMPORTANT: IF YOU HAVE A CANOPUS PURE3D, USE THE GLIDE VERSION THAT COMES WITH YOUR CARD. IF YOU USE THE 3DFX VERSION OF THE GLIDE RUNTIME DRIVERS, IT WILL DISABLE YOUR VIDEO OUT, GAMMA  AND THE ABILITY TO ADJUST YOUR CLOCK SPEED.

FOR GL QUAKE

4. GL Quake Version .97 "glq1114.exe" (or latest)

ftp://ftp.idsoftware.com/idstuff/unsup/

FOR GL QUAKE WORLD

Go here and download the QW client. File name QW1022.exe (or latest)

ftp://ftp.idsoftware.com/idstuff/quakeworld/

IMPORTANT UPDATE:

The new version of GL Quake (version .97) file name "glq1114.exe" was released 11/14/97.  It can be downloaded from this FTP Site:

ftp://ftp.idsoftware.com/idstuff/unsup/

A new Quake World  (version 2.10) was also released 10/29/97. Go here and download the QW client. File name "QW1022.EXE"  GL Quake World comes with  version 1.01 of GameSpy and QPlug.

ftp://ftp.idsoftware.com/idstuff/quakeworld/

These new versions have self installers. Just double click on the GL Quake or QW .EXE file after download and follow the instructions. Make sure and check the box to install the opengl32.dll during the install.

DIRECT X, GLIDE & VIDEO DRIVER INFO:

Go to this website to get the latest drivers for your video card, Direct X and Glide:

http://www.3dfx.com/download/sdk/index.html

*If you get an error "glide 2x.dll not found", go to the above site and get the "glide 2.43 runtime drivers" (or latest) and install them.

SETTING THE COLOR PALETTE:

Before attempting to run GL Quake, you must set your color palette to: "16bit" To set: Go to "control panel", then "display", then "settings" tab. Change the color palette to "16bit",  hit "apply", then "OK"  and restart.

*failure to do this will give the error: "no RGB fullscreen modes available"

*DO NOT select "16 color". "High Color 16 bit" is the correct one.

*setting this to "24 bit" MAY give an error "video mode not available" when starting GL Quake.

QUICK SET-UP BELOW, to be playing GL Quake in 5 minutes.

You will need to make a Batch file and Autoexec.cfg file (see below).

*these settings will give the best combination of speed and bug free performance.

AUTOEXEC.CFG COMMAND LINES:

Here are my recommended settings if you want to copy them to your Quake autoexec.cfg:        

                START COPY HERE

r_mirroralpha "1"

r_shadows "0"

gl_flashblend "0"

r_wateralpha "1"

gl_polyblend "0"

m_filter "1"

gl_playermip "2"

_snd_mixahead ".14"

gl_keeptjunctions "0"

gl_subdivide_size "512"

                  STOP COPY HERE

HOW TO MAKE AN AUTOEXEC.CFG FILE:

COPY your "config.cfg file" from your Quake/ID1 folder to an empty folder and delete everything in it. Rename the file "autoexec" . You don't have to put the ".cfg" part as it already knows its a ".cfg" file. Move the autoexec.cfg file to the Quake/ID1 folder. So now you will have a "config.cfg" and an "autoexec.cfg" in the "Quake/ID1" folder. Open the "autoexec.cfg" with your NOTEPAD and copy the above command lines exactly as they appear (quotes and all) to your autoexec.cfg file. Hit "file" and "save". Now when quake starts, it will automatically load the commands.

*Regular GL Quake CTF users should place the autoexec.cfg in the Quake/CTF folder with a copy of the config.cfg from the ID1 folder. Basically the autoexec.cfg should be in the EVERY folder that you have a game switch (-game ctf). In GL QW, put the autoexec.cfg in the Quake/ID1 folder as no game switch is required in GLQW.

**See my personal autoexec.cfg at the extreme end of this document.

GL QUAKE BATCH FILE:

Here are my recommended batch file settings below, if you want to copy them to your GL Quake batch file.

*the last 2 lines must all be on 1 line. Adjust "-heapsize" to your available RAM.

-heapsize 24000 : (24mb) this sets the alloted MB of RAM used by GL Quake. "-heapsize 16000" would be 16mb. (same command as "-winmem" in regular quake)

*don't exceed 50% of your ram. 32mb heapsize should be plenty if you have 64mb or more.

*****ANY COMMAND IN THIS GUIDE BEGINNING "SET SST"  OR  "SET FX" WILL ONLY WORK ON A VOODOO GRAPHICS BASED VIDEO CARD.  VOODOO RUSH USERS CANNOT APPLY THESE COMMAND VARIABLES.

                  Start Copy Here ( GL Quake Batch File)

SET SST_SCREENREFRESH=72

SET SST_GRXCLK=54

SET FX_GLIDE_SWAPINTERVAL=0

SET FX_GLIDE_NO_SPLASH=1

SET SST_FASTMEM=1

SET SST_FASTPCIRD=1

SET SST_SWAP_EN_WAIT_ON_VSYNC=0

SET SST_GAMMA=2.1

SET SST_VIDEO_24BPP=1

glquake.exe -window -game ctf -width 640 -height 480 -bpp 16 -heapsize 32000 +_windowed_mouse 1 -nojoy -nocdaudio -noipx -zone 1024 %1 %2 %3 %4 %5 %6 %7 %8 %9

                 STOP COPY HERE

IMPORTANT: In the above settings, the last 2 lines beginning with glquake.exe and ending with %9, must all be on 1 line.

HOW TO MAKE A BATCH FILE FOR GL QUAKE:

COPY the "Q95.bat" file from your Quake folder to an empty folder and open it with your NOTEPAD. Delete everything in it and copy the command lines  directly above, exactly as the appear. IMPORTANT: In the above settings, the last 2 lines beginning with glquake.exe and ending with %9, must all be on 1 line. Hit "file" and "save". Right click on the file and choose "rename". Rename the file, something like "startgl.bat". You don't have to put the".bat" part in the name. It already knows its a ".bat" file. Now move it back to your Quake folder. Double click this file to start the game. Don't forget to change the file name to "startgl.bat" (or whatever you named it) in the QSPY "Command Line" options. (if you use qspy)

*remove the "-game ctf" switch from the batch file command line if you don't use the CTF maps.

*remove "-nojoy" if you use a joystick.

*remove "-nocdaudio" if you listen to music while playing. (not recommended if you like to win, hehehe!)

*For GLQW. Change "glquake.exe"  to "glqwcl.exe" and remove the "-game ctf".

"OUT OF ENVIRONMENT SPACE" ERROR MESSAGE

A: Anything you put in your GL Quake batch file or autoexec.bat starting with the "SET " statment is a variable.  There's only a finite amount of space available for these variables in DOS called Environment Space.  You can make this space larger by adding this line to your C:\CONFIG.SYS file:

shell=c:\command.com /e:512 /p

Open the "config.sys" file (its on your C drive) with your notepad to add the line,  after adding the line, click "file" and "save". Then restart the computer.

If you need more space in the future, increase the number from 512 to 1024

--------------------------------------------------------------------------------------

GL QUAKE WORLD TIPS:

If when executing your GLQW batch file you get a black screen or you are kicked back to the desk top and the GLQW.BAT  MS Dos window is there. Try this:

1. Right click on your GLQW batch  file and select properties.

2. Select "program" tab.

3. In the space next to "run", select "minimized".

4. Put a check next to "close on exit".

5. Hit "apply" then "OK"

OTHER QUAKE WORLD TIPS:

1. Before starting QW for the first time make a folder named "qw" in your quake directory. The directory path should be "quake/qw".

2. Don't use a game switch (-game ctf). QW Servers know where to find the map files. The pak files must be in the proper folder. CTF3 & 4 and Thunder Walker must be in the quake/ctf folder. Rocket Arena goes in the quake/arena folder.

3. SKINS

Go here and download the QW skin pack file name qws_9729.zip (or latest)

ftp://ftp.idsoftware.com/idstuff/quakeworld/skins/

Then unzip the file into the "quake/qw/skins"  folder. This will save you time on skin download when you sign onto a server.

4. Go to "start/find files or folders" and do a search for this file:

"Fxmemmap.vxd". Delete every copy you have except the one in the "windows/system" folder.

I had to install the "D3D Reference Voodoo drivers version 2.13"  (dated 9/12/97) to get GLQW to run. Get them here.

http://www.3dfx.com/download/sdk/index.html

These are the latest Voodoo Graphics drivers. They will change your Righteous 3D to a Voodoo 3DFX in the "control panel/display/settings" tab.

To install these drivers. Remove your Righteous 3D  from the device manager under "sound video and game controllers". Then remove the Righteous 3D from "control panel/ add-remove programs". Then reboot and  when it asks for the CD-ROM to install the drivers, just direct (browse) it to the folder where you *expanded the "D3D Reference Voodoo Drivers version 2.13" files.

*to expand the  D3D Reference Voodoo Drivers version 2.13  files. Just double click on the file after you download it to an empty folder.

Then install the Glide 2.43 runtime drivers LAST.

Go to this site and get "glide 2.43 runtime drivers" and install them.

http://www.3dfx.com/download/sdk/index.html

GAMESPY:

Go here to download the latest version of Game Spy. You will need this version for QW as it has some new settings to reduce lag. Quake World Version 2.10  comes with version 1.01 of GameSpy.

http://www.gamespy.com/

QUAKE WORLD COMMANDS:

show_fps 1

This will display your FPS in real time in lower right corner as you play the game. Only works on QW version 2.10

rate xxxx  (500-6000)

*Can be set in GameSpy options.

On QW version 2.10 "rate" is a dual function command. It controls the bytes per second recieved on your net connection and also the your FPS (frames per second).

"Rate 2500" (default) caps framerate at no higher than 30FPS.

"Rate 6000" caps framerate at no higher than 72FPS .

The cap on FPS is infinately adjustable between 30FPS and 72FPS using the "rate" command. The FPS cap on the Old QW Ver 2.0 was set at 30FPS regardless of the "rate" setting.

Use the following approximate "rate" settings:

*26.4- rate 2300

*28.8- rate 2500 (default)

*33.6- rate 3000

ISDN/T1 rate 3000-6000

*this is your connection speed and not your modem capabilities.

VERY IMPORTANT: Since higher FPS requires more bandwidth as each frame sends a packet. You will have to carefully balance the rate setting with your connection speed. Use the r_netgraph 1 to check for packet loss while adjusting the "rate" for the best setting. If your FPS is too high because of too high a "rate" setting, you will see packet loss and blue lines on the graph in conjunction with freezing gameplay and "phonejack  icons". Lower the rate to lower your FPS.

r_netgraph 1

This displays a graph of your net connection. Very helpful in adjusting your "rate" setting.

The height of the white lines towards the bottom is your latency on received packets. Red lines are lost packets. (bad) Yellow lines are from the rate command kicking in, it's data that wasn't sent to you because you didn't have the bandwidth for it.  Blue lines are very bad, they are invalid delta's. They mean your ISP is overloaded or has configuration problems and are related to the U_REMOVE warnings. If you can't get rid of the blue lines by lowering your "rate". It means your ISP sucks. Find a better ISP.

By typing  "r_netgraph 1" at the console, you will be presented with a thin bar graph that occupies the lower quarter of the Quake view port. A series of colored bars will immediately begin scrolling by. The white bars represent delivered packets, yellow bars represent deliberately dropped packets, red bars represent packets dropped by the net, and blue bars indicate that the client has received a bad delta compression offset (this is a bad thing). The goal is to reduce the number of red and yellow bars to a point where the data stream between your PC and the QuakeWorld server is as steady and uniform as possible.

Leaving the display up, play on the server for a while. Get into some fire fights, and keep an eye on the graph. If you start to see a lot of red bars, bring down the Quake console, and set the rate command to a lower value. For example, if you're getting a lot of red bars on your 28.8 connection to your favorite server, you may want to try  "rate 2400". Conversely, if you're receiving a steady stream and want to try and increase the rate setting, you can do that as well. Be aware that while you want to get rid of red lines if you can, it isn't always best to get rid of all the yellow lines. Setting the rate high enough to avoid any yellow lines may cause the operating system or modem to buffer up data, actually increasing your ping time. If you see any blue bars, you may want to consider getting a new ISP.

The downside of the rate command is that by lowering it you won't receive updates as often as a machine capable of a higher rate, meaning that, once again, your client will rely on simulation to smooth out the game. The good news is a well tweaked rate and pushlatency setting can effectively make playing Quake on a modem seem more like a very good ISDN line!

When you have adjusted the rate to your liking, you can remove the netgraph from the display by typing "r_netgraph 0" at the Quake console.

I have the below alias in a config.cfg as a 1 button toggle to turn on and off the r_netgraph function:

alias net1 "r_netgraph 1;echo Graph ON...;wait;bind x net2"

alias net2 "r_netgraph 0;echo Graph OFF...;wait;bind x net1"

bind "x"   "net1"

pushlatency -xxx 

Default -50

One of QuakeWorld's key features are the provisions it has for dealing with reducing the effects of "lag" over the Internet. They are pushlatency and rate.

Pushlatency determines the amount of prediction that your client will use. Simply stated, your QuakeWorld client will make educated guesses as to condition changes in the gaming world in the moments it loses contact with the server between game packets. The result of this is smoother gameplay on the client end.

Pushlatency preferences vary from user to user, but in general, you want to try it in a range from 0 to -100 before trying anything larger. Alway use a negative (-) value. The default is "-50". Some players have had favorable results with setting the ping to the negative of their average ping. To do this, press the "tab" key while connected to a server, and watch your ping. Make a judgment as to it's average value, then press the " ~ " key to bring down the Quake console and set pushlatency to the negative of that value. For instance, if your average ping to a server is 240ms, set pushlatency to -240 by typing "pushlatency -240" at the Quake console.

Pushlatency is not without its downsides. The higher you set pushlatency, the more likely it is for a prediction error to occur. For example, you may think that you are shooting at a target, but if your client makes a bad guess at to the action of the opposing player and makes an incorrect prediction of his movement, he may not be there when your rocket is. The best thing to do is to tweak pushlatency to suit your style. In most cases a value of up to "-100" will not have substantial prediction errors.

I have the below alias in a config to adjust pushlatency on the fly. Just hit the "F6" key to cycle thru all the pushlatency

values.  It will display the new value each time you hit the "F6" key. Change the values to suit your connection.

bind F6  "push1"

alias push1 "pushlatency -125;echo pushlatency -125;bind F6 push2"

alias push2 "pushlatency -150;echo pushlatency -150;bind F6 push3"

alias push3 "pushlatency -175;echo pushlatency -175;bind F6 push4"

alias push4 "pushlatency -200;echo pushlatency -200;bind F6 push5"

alias push5 "pushlatency -225;echo pushlatency -225;bind F6 push6"

alias push6 "pushlatency -250;echo pushlatency -250;bind F6 push7"

alias push7 "pushlatency -275;echo pushlatency -275;bind F6 push8"

alias push8 "pushlatency -300;echo pushlatency -300;bind F6 push1"

cl_nodelta [0/1]

DEFAULT: cl_nodelta 0

Toggles delta compression on and off, related to the U_REMOVE warning.

0 - Allows delta compression to take place (preferred).

1 - Does not allow delta compression to take place (eliminates U_REMOVE warnings).

Can be set in gameSpy. If you have to use the cl_nodelta 1 to get rid of the "U_Remove On Update" error messages. Get a better ISP. Your ISP sucks.

"U_REMOVE ON UPDATE"  ERRORS , WHAT GIVES?????

If during your play, you frequently see a string of messages with the term "U_REMOVE" in them, and your play seems to freeze for several seconds, use the console command cl_nodelta 1. This is a slightly less efficient way for QuakeWorld to work, but if your ISP is overloaded or has some configuration problems, it may not pass packets to QuakeWorld properly and cause difficulty. The easiest way to get rid of this error and improve your gameplay is to find a better ISP.

This error can also be cause by setting your "Rate" too high, giving too high a FPS for your available bandwidth. Remember, each frame sends a packet of information. Higher FPS= More Packets Sent. Lower your "rate" to lower your FPS.

HOW CAN I SET MY TEAM NAME???

Regular netquake players know that teams were set by pants color. It is different in QuakeWorld however, a new console command "team" exists. You may set this to any value up to 4 characters, note that it is case sensitive. This is not for team color in CTF. You type a team name.  Everyone who has their team set to "none" will be on the same team, regardless of pants color or anything else. If you want to join the "blue" team, just bring up the console, and type "team blue". If you wish to not be on a team at all type team "". This feature is useful for DM. Whereas 2 players may type the name "team nuke" or whatever and they can't kill each other if the DM server has Teamplay turned on.

cl_nopred [0/1]

DEFAULT: 0

Toggles prediction of your movment.

0 - Enables prediction of your movment

1 - Disables prediction of your movment.

This setting can be set from GameSpy. Always enable prediction.

cl_predict_players [0/1]

DEFAULT: cl_predict_players 1

Toggles prediction of other players in the game.

0 - Disables prediction of other players.

1 - Enables prediction of other players.

Can be set in GameSpy. Always enable player prediction.

cl_sbar [0/1]

DEFAULT: cl_sbar 0

Toggles the style of the status display.

0 - New HUD style display.

1 - Old style weapon status bar.

*using the old style weapon bar can give a few FPS boost in speed as it displays slightly less screen area.

cl_hudswap [0/1]

Swaps QW Weapon Tool Bar from left to right. 0/1. You must also use cl_sbar 0 (new hud display).

noaim [0/1]

DEFAULT: noaim 0

Toggles autoaiming help.

0 - Enables any autoaiming.

1 - Disables any autoaiming.

Can be set in GameSpy. I have the below alias in a config to toggle autoaim on and off. If the server has autoaim set to the maximum aim correction it can be quite annoying sometimes.

alias aim5 "noaim 1;b4;echo AUTO AIM OFF...;wait;bind HOME aim6"

alias aim6 "noaim 0;b4;echo AUTO AIM ON...;wait;bind HOME aim5"

bind "HOME"   "aim5"

crosshair 0/1/2

0 is no crosshair.

1 is old style crosshair.

2 is new Red LED crosshair. (latest version GL QW  2.10 only)

msg [ 0-4]

DEFAULT: msg 1

Limits what game messages the server will send to you. " 0 " prints everything, and "4 " showing no messages. Reducing server messages can reduce bandwith requirements a small amount, and reduce clutter in busy games.  "1" , "2"  & '3" are degrees in between.

noskins [0/1/2]

DEFAULT: noskins 0

Toggles download and displaying skins while playing.

0 - Enables the downloading and viewing of the non-default Quake Skin.

1 - Disables the downloading and viewing of the non-default Quake Skin.

2 - Disables the downloading of skins you don't have, but will display any skins you do have.

Can be set in GameSpy.

skin [skin_name]

DEFAULT: <none>

Sets what skin your player wears. Get the file name from the quake/qw/skins folder.

Can be set in GameSpy.

skins

This command will update/download the skins being worn by other players in the game.

spectator[0/1]

DEFAULT: spectator 0

Toggles spectator mode, must reconnect for option to take effect.

1-  Spectator mode is enabled. Then connect to a server.

0 - Spectator mode is disabled.

GameSpy offers the spectator mode for connection to a server.

cl_hightrack (0=off, 1=on)

Enables/disables "chasecam" view of the player with the highest frags while in spectator mode.

record <file> <address> 

(Example: record mydemo underworld.idsoftware.com or I.P.)

Records a client side demo, the first paramater is the file name to save the demo under, the second is the server to connect to. Can be directed from GameSpy.

rerecord <file>    (example:rerecord mydemo2)

Reconnects to the server you were last on, and starts recording a new demo.

stop demo

Stops the recording of the demo currently being recorded.

playdemo <filename>

Plays back a previously recorded demo file.

reconnect

Connects to the last server you played on.

topcolor [#]

DEFAULT: 0

Sets your shirt color (0-15). 

bottomcolor [#]

DEFAULT:0

Sets your pants color (0-15)

setinfo w_switch [2-8]

Sets which highest weapon that it will change to when picking up a weapon. Use weapon impulse #.

Can be set in gameSpy.

setinfo b_switch [2-8]

Sets which highest weapon it will change to when picking up a backpack. Use weapon impulse #.

Can be set in GameSpy.

2 is shotgun.

3 is double barrel shotgun.

4 is double nail gun.

5 is super nail gun.

6 is grenade launcher.

7 is rocket launcher.

8 is lighting shaft.

 

HOW TO CHECK IF A PLAYER IS CHEATING WITH A MODIFIED EYES.MDL

In QW you may check the CRC values of the player.mdl and eyes.mdl (models) of other players on a server by typing "users" at the console to get a list of players on the server and their user id #'s. Then type "user <#>" to see information about that user. The keys pmodel and emodel are the CRC values of their player and eyes models. The default player.mdl CRC value is 33168, the default eyes.mdl CRC value is 6967. So if a player has an eyes.mdl CRC value of about 33,000 or higher, then he has substituted the original eyes.mdl file with a player skin and he can see you when you are invisable with the Ring Of Shadows. Please be aware that these values will be different for many modifications such as CTF or TeamFortress!  Also typing "user <#>"  will give the settings the player has selected on the below items in addition to the emodel and pmodel values.

MSG

RATE

NAME

NOAIM

TOP COLOR

BOTTOMCOLOR

W_SWITCH

B_SWITCH

TEAM

SKIN

AUTOEXEC.CFG IN QUAKE WORLD:

For some reason the autoexec.cfg won't load properly in QW. I think the reason is GameSpy loads the frontend.cfg. Even if I place "+exec autoexec.cfg" in the command line, it won't load. It does not say "couldn't exec autoexec.cfg". But changes I make in my autoexec.cfg won't take effect.

The only way I have gotten commands to load as an autoexec in QW is to put every command, alias and bind in the frontend.cfg in the Quake/id1 folder. I then make the frontend.cfg file a "read only" file. Otherwise Game Spy will delete EVERYTHING in it, all your bindings and all, and replace it with the settings you select in GameSpy. The only drawback to doing it this way is all your GameSpy settings must now be set in the frontend.cfg. And you must change them manually in the frontend.cfg. You have to uncheck "read only" to make changes. Since its a "read only" file , GameSpy won't be able to load the selected settings you choose in "player preferences" and "GameSpy options".. Doing it this way, all commands you put in the frontend.cfg will load just like an autoexec.cfg. Keep a backup of this file incase you forget to check "read only". If you forget to check "read only", everything in the frontend.cfg will be deleted. I mean absolutely eveything will be deleted in your frontend.cfg. Don't say I did not warn you. KEEP A BACK UP COPY OF YOUR FRONTEND.CFG, because one day you will forget to check "read only" and you will be staring at a blank file.

If you are unsure about what to set in the frontend.cfg. Just make all your settings in GameSpy as normal, then start the game and close it.  Then open the frontend.cfg and use the settings in it. Then just add all your other binds etc.  to the frontend.cfg file, leaving the settings that GameSpy placed in it. To make the frontend.cfg a "read only" file. Just right click on the frontend.cfg file and choose properties. Then put a check mark besides "read only". Hit "apply" then "OK". Now it will load all the settings in the frontend.cfg just like an autoexec.cfg when you start Quake World WITH GameSpy. If you don't start the game with GameSpy it won't load the frontend.cfg settings. Then you would have to type at the console after starting the game:

exec frontend.cfg

-------------------------------------------------------------------------------------------

GL QUAKE AND QUAKE WORLD

TRANSPARENT WATER

r_wateralpha 0.4  (or any number 0 - 1 in .1 increments)

Makes water, lava and slime surfaces translucent, so you CAN see what's underneath. With normal maps, the vis info isn't there,  so you have to turn on "r_novis 1" to actually see through unless you vis'ed your maps.  (0.3 looks like fog!)

Get the water vis utility at: http://razor.stomped.com/water/

If you vis your maps with the above utility, it will cost you 15% in FPS on the timedemo2 test. The timedemo2 is just a test. It the real world it won't matter that much.

Note: Even though you can see thru the surface of the water, you will not be able to see players, ammo, armor, packs etc., as the server does not transmit that info to you. Because the server doesn't think you can see it. Just a few servers are currently running with the information beings sent to the player so you can see the players below the surface when your above the surface. However in Monster play all the info is send to you.

r_novis 1 (you need this to see transparent water until you vis your maps)

Note: It will run amazingly slow with the "r_novis 1" command  (1/2 speed or less), this is just a workaround so you can see the effect. To actually run a map with transparent water, you need a map which has been VIS'd with the new VIS utility.

TO INSTALL THE WATER VIS ( Water Surface Transparency) PATCH:

BEFORE STARTING, MAKE BACK UP COPIES OF YOUR PAK FILES.

Go to the site " http://razor.stomped.com/water/ " and download the Vis Patch file "ID1.Zip". The "ID1.Zip" contains the utility & the patch to Vis all your ID1 maps that came with your Quake game. Get any other vis patches for the maps you have. The CTF3 & CTF4 Vis Patches are called "CTF3.zip & CTF4.zip". They also have the Mission Pack and TW vis patches. Download all the files you need. Then unzip the "ID1.zip" plus the CTF3.zip and all the rest into a new empty folder named "water". Then double click on the file named **"install.bat" in the "water" folder.  It will ask you if you want to make backup copies of your Pak files or overwrite your pak files.  Say "y" to overwriting your existing maps.

DO NOT LET IT MAKE backup copies. If you let it make backup copies, it will leave your orignal Pak files unaltered and make new pak files that have been vised. If you let it make backups, you will need to remove the Pak files and rename the new vised ones. Pak files must start with "0" (zero) and go up from there. (0,1,2,3 etc.) After saying "y" to overwriting your maps, it will ask your Quake directory. It will then detect all the pak files that you have vis patch files for in the "water" folder, and ask the directory of the "ID1, CTF3, etc." Just follow the on screen intructions. Its very easy. The whole vis process only take 5 minutes or less.

**If you get the "Out Of Enviornment Space"' error when executing the "Install.bat", see fix for this error elsewhere in the set-up guide.

*Then use the "r_wateralpha 0-1" (in .1 increments) to adjust the transparency of the water surface.  I like ".3"

CHANGE THE WEAPON TOOL BAR AND MESSAGE SIZE:

The new version of GL Quake .97 allows you the option of which resolution size of tool bar and messages you want. So if you are running GL Quake at 640x480 and want the same size tool bar and messages as the old 320x200 Quake (big tool bar and message font). Add this to your command line: -conwidth 320 -conheight 200

I prefer: -conwidth 512 -conheight 384  (while using 640x480)

Here is an example of the command line:

glquake.exe -game ctf -width 640  -height 480 -bpp 16 -conwidth 320 -conheight 200  -heapsize 32000  etc.

The height is automatically determined by the default 4:3 aspect ratio. You can also specify the height directly with

"-conheight" as I did in the example above. So if all you placed in the command line was "-conwidth 320",  It would by default use a "conheight" of "200".

In higher resolution modes such as 800x600 and 1024x768, glquake will default to a 640x480 console, since the font becomes small enough at higher resolutions to become unreadable.  If  you wish to have a higher resolution console and status bar, specify it as well, such as: glquake.exe -width 800 -height 600 -conwidth 800

SHADOWS

r_shadows 0/1

1 turns on dynamic shadows. Weapons, powerups, projectiles and armor have shadows.  Firing the lighting gun, gives a very annoying shadow effect. It appears that your screen is tearing badly. Turning on the "r_shadows 1" will cost you 1.5 FPS.

MIRRORS

r_mirroralpha 0.3 (or any number between 0 - 1, in .1 increments)

This is the degree of translucency on the mirror textures.  "0" is a perfect mirror with no surface effect, "1" is all surface with no reflection.  Setting this to "1" from ".3", gave 4.2 FPS increase. Thats more than a 10% increase. The only drawback is, you can't see your self in the mirror. I'm not that vain.

*The stained glass window in the "easy start hall"  of the "start map" is my test texture.

*Don't enable mirrors in Quake World.

OTHER STUFF

r_lightmap 1

This command shows the lightmap without the textures, with textures just on the entities.  Everything looks like white sheetrock. It's cool! Kinda like a Miami Vice drug dealers house. Can be used in Net Play.

r_fullbright 1

This command removes all the shadows and dark corners in a map. If you want to see your timedemo2 test blaze at twice the speed, enable this setting. Servers won't allow this setting on Net Play as no one could hide from you.

GL QUAKE WORLD 2.10 AND GLQUAKE .96 HAS THE SKY FIX!!!!

Older versions of GL quake and QW tend to slow down a good bit in large open areas with lots of sky. The new version has addressed this problem with the "gl_subdivide_size 128" setting.

gl_subdivide_size 128

This is the setting for the "sky fix" which should dramatically improve gameplay in some of those open area maps with lots of sky. The default setting "128" is automatically placed in the GL Quake & QW config.cfg. Use "gl_subdivide_size"  at the console or place it in your autoexec.cfg to set the sky subdivision if it's still too slow with the default setting of "128".  "256"  or "512" are  good values to try, with higher values being better for smoother gameplay. The higher the value setting the more the distortion of the sky up close. To be honest, I don't notice any difference in the way the sky looks with higher settings. Valid settings are: 128, 256, 512, 1024, 2028

gl_triplebuffer "0/1"

This setting  enables triple buffering for Voodoo Rush Card Users. The default is 0:

Set this at "1" (enable triple buffering) if you are using a Voodoo Rush card.

gl_flashblend 0/1

Setting "0": this replaces the dynamic colored ball with the old dynamic light. This setting will cost you a few FPS, especially on slower systems. Setting "1": makes an annoying flash ball around explosions etc. ("1" gave me an increase of 1.7fps on timedemo2) Using setting "1" will give quite a boost in FPS when the Rockets and Grenades start flying. It gave me 3.5FPS in the Bigass1 demo test. But the flash ball is pretty annoying. Its a trade off. I have the below alias in my autoexec.cfg  to turn the gl_flashblend on and off with a 1 button toggle. I always toggle this to gl_flashblend 1 on the CTF3 "Tale Of 2 Cities" map. The dynamic lighting on this map slows my FPS way down to 5-8FPS and my GL Quake will crash on this map only. Setting it to gl_flashblend 1 raises the FPS on this map to about 25fps. I also toggle it to "gl_flashblend 1" when I play Rocket Arena for a big boost in FPS.

alias plf4 "gl_flashblend 1;a5;echo FLASH BALL ON...;wait;bind INS plf3"

alias plf3 "gl_flashblend 0;a5;echo FLASH BALL OFF...;wait;bind INS plf4"

bind "INS"   "plf4"

alias a5 "play buttons/airbut1.wav"

gl_ztrick 1 (default)

This avoids clearing the z buffer at the expense of half the precision. You may occasionally see some things poking through where they shouldn't with this enabled. If the status bar and console are flashing every other frame, clear this variable.

* gl_ztrick 0 will lower timedemo2 FPS about 15%.

gl_keeptjunctions 0/1

If you clear this "0", glquake will remove colinear vertexes when it reloads the level. This can give a few percent speedup,

but it can leave a couple stray blinking pixels on the screen. Sometimes there are gaps in between adjacent polygons and

you can see through to what should be blocked. This is pretty obvious in some places, like when there is a bright sky or

lava behind it. GL_KEEPTJUNCTIONS 1 fills up the gaps, which looks much better. If you can't see what the difference is,

set it on "0" and gain maybe 1 or 2 fps.

gl_polyblend 0/1

"0 " turns off palette shifting.. This means your screen color doesn't change underwater or when you have quad, ring or take damage etc..(water will be crystal clear when your in it.) Setting of "0" gives a few extra FPS.  Set it to '1" and everything looks normal. (water will be cloudy when your in it, and your screen will change color when your being shot, get quad, ring and pentagram).

I have the below  alias in my autoexec.cfg  to turn the gl_polyblend on and off with a 1 button toggle.

alias ft4 "gl_polyblend 1;a5;echo Cloudy Water ON...;wait;bind PGUP ft3"

alias ft3 "gl_polyblend 0;a5;echo Clear Water ON...;wait;bind PGUP ft4"

bind "PGUP"   "ft4"

alias a5 "play buttons/airbut1.wav"

gl_playermip 0/1/2/3/4

0 gives infocus player skins ("0" is not recommended, bug alert). 2 gives blurry player skins. 1 is inbetween.  Setting of 4 will give the fastest gameplay on internet games. If you change this during the game, it will take effect as soon as a player changes their skin colors.  I recommend setting it to "2".

*highly competitive players can set this on 3 or 4 for max FPS on internet play.

*(BUG) Using gl_playermip "0" and then changing your skin color will either make GL Quake go back to the desktop or cause some of the wall textures to switch to a wierd color pattern. Looks kinda like a bowl of fruit salad.(:(:

This corrects itself after restarting GL Quake.

*Canopus Pure3D owners can use gl_playermip 0 or 1 without fear. The Pure3d has the texture memory to handle it.

m_filter 0/1

"1" turns on the filter. This really smooths out mouse movement. This setting is a must for mouse users. See also "-dinput".

_windowed_mouse 1

This setting is a must for mouse users. It is the default setting in the quake/id1 config.cfg

_snd_mixahead ".14"

Use this setting if your sound card does not support "direct sound".  You will hear the sound studdering sometimes if you need it.

OTHER COMMANDS:

There is no way to flush already loaded textures, so it is best to change these options in the command line or autoexec.cfg and not at the console, or they will only take effect on some of the textures until you change levels.

command line example: glquake.exe +gl_round_down 0 +gl_picmip 1 -game ctf -zone 1024 %1 %2 etc.

GL_SGIS_multitexture

Multitextures support allows certain hardware to render the world in onepass instead of two.  GLQuake uses two passes, one for the world textures and the second for the lightmaps that are blended on the textures.  On some hardware, with a GL_SIGS_multitexture supported OpenGL implementation, this can be done in one pass.  On hardware that supports this, you will get a 60% to 100% increase in frame rate.  Currently, only 3DFX dual TMU cards (such as the Obsidian 2220) support this extension, but other hardware will soon follow. This extension will be autodetected and used.  If for some reason it is not working correctly, specify the command line option "-nomtex" to disable it.

THE BELOW   GL_ TEXTUREMODE SETTINGS determine the OpenGL texture filters.

GL_TEXTUREMODE GL_NEAREST  (looks almost like dos quake)

GL_TEXTUREMODE GL_NEAREST_MIPMAP_NEAREST

GL_TEXTUREMODE GL_LINEAR

GL_TEXTUREMODE GL_LINEAR_MIPMAP_NEAREST (Default)

GL_TEXTUREMODE GL_LINEAR_MIPMAP_LINEAR

These five levels of texturemodes sets the picture quality from almost raw DOS-quake picture quality to the default glquake quality. The last (5th) can only be used/seen on very high-end 3D hardware (NOT Monster3D/Righteous3D/Pure3D). If you think the 3D card is softening the picture too much, then try a lower texture quality - it might also improve speed.

gl_picmip 0/1/2

This causes all textures to have one half the dimensions they otherwise would.  This makes them blurry, but very small.  You can set this to 2 to make the textures one quarter the resolution on each axis for REALLY blurry textures. The setting "2" will only adds .5 FPS to speed. Definately not worth the blurr.

*gl_picmip 0 is default

*If you get an "Illegal Operation  Error, Invaild Page Fault"  set gl_picmip back to default of "0".

BOOST YOUR FPS IN ROCKET BATTLES:

Go here to download the  "3Fingers Quake Anti-Slowdown Missile & Grenade MDLs" (filename: missile_fix.zip)

http://www.apex.net/users/bshelby/

http://www.in.net/~johnfox/quake.htm                    

These missle.mdl and grenade.mdl files will help counteract the slow down in FPS when you are in Multiplayer Rocket and Grenade battles. Several players all firing glowing rockets with smoke trails within your field of view will slow your FPS down alot. The missle.mdl file does not glow or have a smoke trail in transit to the target.

I have removed the smoke trail in the  Grenade.mdl which will help also. But since the standard grenade.mdl only had a smoke trail and did not glow, it won't help as much as the missle.mdl. However the grenade.mdl does help some to reduce lost FPS.

The combination of the 2 files will give you much higher FPS in Multiplayer when the rockets and grenades start flying.

You will need a utility called "PakExplorer" to pack the new files. Get it here: http://quakestuff.telefragged.com/

*if you can't find the missile_fix file, email me (twang2000@teleplex.net) and I will send it to you. Its about 8kb.

HOW MUCH RAM DO I NEED FOR GL QUAKE?

From what I can tell the "-heapsize"  switch will let GL Quake use up to the amount that you set the heapsize to. So if you

had 32mb of Ram and set your heapsize to 32000. It would not use 32mb for GL Quake. Win95 will always take priority in

ram allocation. So Win95 would use what it needed and then let quake use up to 32mb. But in reality it would never let GL Quake use more than 20mb or so. Because Win95 always needs about 12-14 mb to run. If I had 32mb of ram I would set

my heapsize to 18000. There is no command switch for glquake as in regular quake to lock the heapsize. "-winlock" does

this in regular quake. With the "-winlock" switch in regular quake, it will lock the Ram used in the "-winmem" setting and not

let anything else use the ram. That locked Ram will always be set aside for Regular Quake to use it. 

Anyone running GL Quake on a 32 mb system should really consider upgrading their ram to at least 64mb. Then use

"-heapsize 32000". GL Quake could easily use up to 32mb  and more in some situations. Ram just dropped in 1/2 on price

in the last 2 weeks. I bought an additional 64MB EDO 60ns  recently (10/20/97) for $250. So now I have 128mb.  I noticed

a big difference going from 64mb to 128mb as now I get absolutely no disk thrashing during gameplay. With 64MB I would

get occastional hard drive thrashing during quake play. Also all my programs open up and close out instantly now on my PPro200. GL Quake loads twice as fast now. So I would say for the true Quake enthusiast,  96mb would be ideal. Then use about  "-heapsize 36000".

BATCH FILE COMMAND VARIABLES:

*commands  are case sensitive. Use caps where indicated.

*****ANY COMMAND IN THIS GUIDE BEGINNING "SET SST"  OR  "SET FX" WILL ONLY WORK ON A VOODOO GRAPHICS BASED VIDEO CARD.  VOODOO RUSH USERS CANNOT APPLY THESE COMMAND VARIABLES.

SCREENREFRESH RATE:

SET SST_SCREENREFRESH=60/75/85/120

If you use the default screenrefresh settings on your 3DFX card, then in general, raising the vertical refresh will adversely affect your frame rate in GLQuake. You'll have to decide if the performance hit is worth the improvement in the image quality.  Generally, there's no noticeable frame rate penalty between running at 75 Hz  as opposed to 60 Hz. As a matter of fact, the 3DFX Card won't even run at  60 Hz in 512 x 384 resolution - 75 is the lowest. I know some people get eyestrain when staring at a monitor with a 60 Hz refresh for long periods of time, but 75 Hz is usually sufficient to eliminate the problem. Setting it higher will start to bring your frame rate down a bit.

There is a way you can run the refresh up to 120 Hz without a performance hit: by disabling the vertical refresh sync on the 3DFX card by adding this line to your glquake.bat file:

SET FX_GLIDE_SWAPINTERVAL=0

With this setting, the 3DFX Card will ignore the refresh rate and always redraw the screen as soon as it can. As a bonus, this setting will usually gain you 5 -9 fps, however it can cause some image tearing which some people may find unacceptable. I did not notice it - it looks fine to me. "0" setting raised the speed a whopping 9FPS for me, over a setting of "1"(default). Nice!

OVERCLOCK THE VOODOO CHIP:

SET SST_GRXCLK=50-57

The Orchid voodoo defaults to 50. You can gain aproximately a 15% speed increase by overclocking to 55.  Do not go beyond 57. In any event keep an eye out for corruption artefacts - flat shaded polygons,  texture map corruption etc. This setting will almost certainly make the Voodoo Chip run hotter so beware!

My screen started slight tearing at "57". "60" gave extreme tearing.  Setting of "50" gave 35.3 FPS and  "56" gave 40.4 FPS** in the default video resolution mode (640x480). Also note that the Monster 3d's default performance setting is "57", so that can be taken as a safe setting. Be forwarned, any setting over "57 "will certainly shorten the life of your card. If your image locks and the sound is looping , your overheating the chip. Turn down the clock speed if this happens.

*Get a cooling fan to increase performance and card life.

*After installing a fan on my  Orchid Voodoo Card. I could go to "60" w/o tearing. But I still leave mine at "54"

**FPS is with vised maps which are 15% slower.

The below URL (The Voodoo 3DFX Heat Test) has the results of overclocking your card and the temperature of the chip at different settings. It is commonly known that exceeding 60.C is very bad for chips. His results showed the Monster 3D card w/o a fan measured 64.3 C at a setting of "57". The fan cooled it to 46.6 C at "57" clock speed.

http://web.inter.nl.net/hcc/FastVid/

SET FX_GLIDE_NO_SPLASH=1

Removes the 3DFX logo on startup.

SET SST_FASTMEM=1

Tells the Voodoo you have EDO RAM and to access the RAM on your board faster.  This may or may not have any perceptable difference.

SET SST_FASTPCIRD=1

Fast PCI read. 1 or 2 more FPS.

This may not have any perceptable effect.

*I have read this may cause the dreaded 999 ping on 90-120 Pentiums. Some users have reported this, but others say its fine. This problem could be caused by the PCI Bus getting overloaded on lesser machines.

SET SST_SWAP_EN_WAIT_ON_VSYNC=0

Turns off syncing to the monitors vertical refresh rate so the screen gets refreshed before its fully written on the monitor.

Dont Use Vsync "1", leave set to "0". Normally your Voodoo will wait for the electron gun to finish  sweeping the screen before switching between the visible data and the in work data.  Setting to "0"  this means that the voodoo will not waste any time waiting , it will switch immediately.

SET SST_GAMMA=2.1

Gamma is brightness. "1.7" is the default. The numbers in the gamma box can go from 0.5 to 2.5 (2.5 is brightest)

* this line must also be in your batch file to adjust the gamma (brightness): SET SST_VIDEO_24BPP=1

Individual Gamma Color Batch File Commands:

SET SST_RGAMMA=0 to 1.9 (red)

SET SST_GGAMMA=0 to 1.9 (green)

SET SST_BGAMMA=0 to 1.9 (blue)

*adjustable in .1 increments. "1" is the default

These aren't really needed, as your can adjust them in your Video Card Settings. But if you want to leave the video card settings on the default or whatever, you can set them just for GL Quake with these commands. I tried to run them in my batch file and got a "out of environment space" error message. I guess my batch file got to big. So I just removed them. Not a big deal anyway. To be honest I don't think these color settings work anyway in GL Quake.

SST_VIDEO_24BPP=1

This sets the bits per pixel to 24. Which does nothing. READ ON!!!!  But, You must insert this line if you use another video resolution (not windowed) beside the default. Or if you want to adjust gamma, you must have it. Place it there anyway, in case you forget. *not the same as "-bpp 16"

The Below (5) commands must be placed in the command line and cannot be used in the autoexec.cfg or config.cfg

-window : lets you run gl quake in a window.  This is very helpful in eliminating many problems when running Gl Quake. This should be the first thing you try if you have problems with anything (errors, black screens, desktop switching resolutions and icons changing positions etc.)

-heapsize 24000 : (24mb) this sets the alloted MB of RAM used by GL Quake.  "-heapsize 16000" would be 16mb. (same command as "-winmem" in regular quake)

*don't exceed 50% of your ram. 32mb heapsize should be plenty if you have 64mb or more.

-zone 1024 : This increases your keys and message memory buffer from 48kb to 1024kb. Makes a big difference in how your keys respond. And I got .3 fps increase in the demo 2 test. I assume because, the messages in the demo appear so fast.  Don't laugh, it all adds up.

-primarysound : Use DirectSound primary buffer output. This is generally faster than normal secondary buffer output, but does not work in some systems, and produces odd sound glitches on minimization and focus switching in other systems. Use it at your own risk, and please do not report sound bugs if you're using this switch. Give it a try. It can speed up some systems. But it will most likely cause sound problems and lockups..

-dinput : Add this to your batch file command line for direct input of mouse or joystick. I recently tried this and loved it with my Logitech Mouse. I had to bump up the sensivity on my mouse control in my Quake autoexec.cfg  file from 3 to 5 after adding  "-dinput". The mouse is much, much smoother using "-dinput".

*I had to use the "directX5 core drivers" for "-dinput". The directX3 drivers I was using did not contain any direct input drivers. If you get an error that says "direct input not initialized" when starting quake, it means your version of directX does not have the drivers for direct input.

Make certain to disable the joystick and CD audio(unless you're using it) . Even if you're not using it, having joystick support enabled in any game can slow it down substantially. Quake also wastes time polling the MCI device to play CD tracks, even if the CD is not in the drive, unless you disable it. Have the joystick and cd audio enabled will use about 20% of your processor. Add this to your command line to disable it:

-nocdaudio -nojoy

Example of game start up line:

glquake.exe -game ctf -width 640 -height 480 (this is how you change video resolution) -bpp 16(bits per pixel) -heapsize 24000 (this sets MB assigned to GLQuake) +_windowed_mouse 1(makes mouse react better) -nojoy -nocdaudio -noipx (won't search for these 3 items on startup) -zone 1024 (default is 48kb, this zone command gives your mapped message memory and keys a larger buffer) %1 %2 %3 %4 %5 %6 %7 %8 %9

AVAILABLE VIDEO MODES (must be run from command line):

Example of command line: glquake.exe -game ctf -width 640 -height 480  -bpp 16

Width x Height

400x300 (extremely fast FPS, but very small image on screen makes it useless.)

512x384 (fastest FPS in a useable video mode, was 15fps faster than default for me. Has 1.5 inch black border around game image. Set refresh rate to 75 or higher for 512x384))

640x480 (default)

800x600 (these will not run with current Voodoo Graphics cards that have 4-6mb, as they run out of video memory)

1024x768      "        "      

1152x864      "        "

1280x1024    "        "

*you must use the "SET SST_VIDEO_24BPP=1" if other modes are selected besides the default.

*all video modes should be followed by the "-bpp 16" in the command line.

*if your 2D card does not support a video resolution, you may have to run it with the "-window" in the command line. This is not a given. Works on some systems not on others.

HOW TO CHECK YOUR "FRAMES PER SECOND":

GL Quake and regular Quake include a test to check the FPS. *Quake ver1.06 included the timedemo2 test. You can get the 1.06 upgrade (q101-106.zip) from: ftp://ftp.idsoftware.com/idstuff/quake/

*unzip q101-106.zip into your quake folder and say  "yes"  to overwriting all files.  Then double click on the "patch.exe" file in the Quake folder. The update is complete at that point.

To perform the Timedemo2 test:

Start Gl Quake and bring down the console and type:

timedemo demo2

When the demo starts, imediately raise the console where you can see the full screen.  (a lowered console affects the "FPS") As soon as the demo2 completes, bring down the console and look for the number with "FPS" beside it. This is your "frames per second". The higher the better. Only use "demo2" for this test, as it contains a good combination of water and land travel. Some of the settings (gl_polyblend "1") will affect your FPS only in the water.

Note:If you run the game without the ammo, score and health bar showing this will cost you about  3 FPS.

I was able to get  38.7 FPS-v.97 with the recommended batch file and autoexec settings included with this document. I ran the test with the ammo, score and health bar showing and used the default video mode(640x480).

*I have my maps vis'ed which reduced my Timedemo2 FPS by 7 FPS.

My system is:

Pro 200 w/ 128mb

STB Virge 3D 8MB Graphic Accelerator (this card handles 2D applications)

Orchid Righteous 3Dfx 4MB Video Card (this card handles GL Quake and other 3dfx open gl games)

BIGASS 1 DEMO TEST AND HEAT:

You guys that are getting fluctuating FPS, I am talking about a faster FPS on the Timedemo2 when you first start up and then a lower FPS later. You might have a heat problem. Try moving the 3DFX card to a slot where there is space between it and the other cards next to it. 3DFX recommends you skip a space between it and the  2D card. The space should be on the Chip side of the Voodoo Card. Also I added a fan to the  3dfx card and increased my FPS 1.5 on the "bigass1 demo test". The bigass1 demo is a 16 player DM demo to 50 frags. This test will run about 20% slower in FPS than the timedemo2 test. The reason is, there is much more activity (more shooting & explosions) in the bigass1 demo test. The fan made no difference on the low activity Timedemo2 test. So after adding a fan, if you get 1.5 FPS more on the "bigass1",  which lasts about 3 minutes in the test form. Imagine how a fan helps in a 2 hour Internet Game.

The "Bigass1 Demo" can be downloaded at:

http://www.hipnotic.com/news.htm

Just unzip the file into your quake/id1 folder and type at the console:

timedemo bigass1

3 BUTTON MOUSE:

To use a three button mouse with GLQuake, your Windows mouse driver must support three buttons.  Use the Logitech PS/2, Serial or Bus driver instead of the Microsoft or Standard PS/2,  Serial or Bus driver. Also, make certain that your Mouse control panel sets the middle button  to "middle" and not "double click".

*I had to use the Logitech drivers that came with my mouse to get my 3 button Logitech to work correctly. The 3 button drivers on the Win95 CD-ROM would not work.

MOUSE DOESN'T WORK:

A game port is on your system, however a joystick is not connected, or if connected it isn't calibrated.  You can ignore joystick input by typing "joystick 0" at the console. You can also disable joysticks by entering -nojoy at the command prompt for GLQUAKE.EXE,

example: GLQUAKE.EXE -nojoy

JOYSTICKS:should work fine with GLQuake. If your joystick doesn't work, GLQuake joystick support may be disabled. Type "joystick 1" at the console. This will be saved in your config file, so you will only have to do it once.

*remove the "-nojoy" command, if you copied my batch file. 

"OUT OF MEMORY"  ERROR MESSAGE OR JUST TO IMPROVE PERFORMANCE:

Define your own virtual memory settings. This is a bit tedious but it really does help. This will create one continuos swap file on the hard drive that's fully defragmented. Normally Win95 actively resizes your swap file, but this causes a lot of disk accesses and keeps the swap files fragmented.

•Right click on "My Computer", click on "Properties", click on the "Performance" tab, then click on the "Virtual Memory" button.

•Click on "Let Me Specify MY Own Virtual Memory" then click "Disable virtual memory" then click "OK". The computer will reboot.

•When it reboots run the Disk Defragmenter and do a Full Defragmentation of your drive. At this point do not reboot after defrag.

•Go back into the Virtual Memory settings window and uncheck "Disable virtual Memory"  then select "Let me specify my own virtual memory settings". Set the "Minimum" to 100 and the "Maximum"  to 100. Windows will reboot again to allow the settings to take effect.

If you have more than one drive on your system, you should select the fastest drive for your swap file.

*you must have at least 100mb of free drive space.

ANOTHER PERFORMANCE BOOSTER:

The setting labeled "Typical Role of This Machine "determines how much space is set aside in main memory to handle path and filename caching. The default "Desktop Computer" choice allocates space for a paltry 32 paths and 677 filenames, whereas the "Network Server" choice bumps those settings up to 64 paths and 2,729 filenames.

If you have 32 mb or more of ram, you can improve performance by increasing your disk cache size:

•Right click on "My Computer", click on "Properties", click on the "Performance" tab, then click on the "File System" button.

•Select the "Hard Disk" tab and in the box labeled "Typical role of this machine:" select "Network Server". The click on "OK" and Win95 will reboot to allow this setting to take effect.

*This works fine on the new Win95B OSR2 (ver. 4.00.950 B). To check your Win95 version, go to "control panel/system". Older versions of Win95 will need to modify their registry before changing  the "typical role of this machine" setting.

Go to this site for instructions on registry modification:

http://www.zdnet.com/pccomp/features/fea0597/secrets/sub1.html

--------------------------------------------------------------------------------------

DRIVER INFO:

Go to this website to get the latest drivers for your video card and Glide Drivers:

http://www.3dfx.com/download/sdk/index.html

Troubleshooting GLQuake/GLQuakeworld

-window : lets you run gl quake in a window.  This is very helpful in eliminating many problems when running Gl Quake. This should be the first thing you try if you have problems with anything (errors, black screens, desktop switching resolutions and icons changing positions etc.)

Q: I've installed DirectX 5 and now I can't run GLquake or GLQuakeWorld. What's wrong?

A: I've not personally confirmed this, but what I've been told is that DX5 does not recognize v1.08 of the Monster 3D drivers as DirectX compliant and will replace it with it's own generic Voodoo drivers. Apparently these generic drivers don't work properly with the GLQuake OpenGL library. I've been told that the Glide v2.4 drivers won't even install properly with the generic Voodoo drivers installed. See Below.

DIRECT X5, MONSTER 3D & GLIDE:

Pulled this from the 3Dfx news server.

To everyone experiencing problems with GLQuake after installing DirectX 5:

1. If you have Glide Runtime 2.4,you must have Direct3D drivers v2.1.

Installing just Glide Runtime 2.4 will cause error message wglCannot Connect....(or something similar,I forget)

2. Monster 3D owners: Drivers v1.08 only have Direct3D drivers v2.08 so you

can't run any 3Dfx games with these and Glide Runtime 2.4.The solution? Like this:

• (i) D/load & install Glide Runtime 2.4

• (ii)D/load 3Dfx Direct3D drivers and unzip into new directory

• (iii)D/load Monster 3D v1.08 drivers and unzip into new directory.

• (iv)Delete from folder in (iii) above these files:

dd3dfx.drv

dd3dfx16.dll

dd3dfx32.dll

fxmemmap.vxd

• (v)Replace the above 4 files with similarly named files in folder (ii) above.

• (vi)Go to Device Manager,Multimedia,Monster3D,Drivers tab and click Change Driver. Browse to folder in (iii) above(which contains the 4 new Direct3D dlls). Click ok all the way and reboot. Everything should be fine now.

If you follow all the recommended driver changes when you install Direct X 5, whatever 3Dfx board you have will be changed to "3Dfx Voodoo" in Device Manager and this will be DirectX 5 certified.You can leave everything as it is or you can change the device in Device Manager back to your board. This however will mean your 3Dfx board won't be DirectX 5 certified. Either case will cause no problem. Hope everyone is satisfied.

Q. Why is GLQuake Crashing on Startup?

A . Memory is usually the problem: Make sure you have at least 16 megs of RAM and a 100MB swapfile allocated in Windows '95. If you do have both, try defragmenting your machine  to make sure the swap file isn't fragmented. If this doesn't work, check your drivers for the latest versions.

Q. Why is GLQuake Running so Slowly?

A . If you have a 3Dfx card, check to make sure you have the correct OpenGL32.dll that came with GL Quake installed in your QUAKE directory. If you do not have a 3Dfx card it is likely that your card does not support the features necessary to run GLQuake, or your drivers are not correctly installed.

Q. When executing the  GLQW batch file I get a black screen with sound or I am kicked back to the desk top and the GLQW.BAT  MS Dos window is there. How can I fix this?

A. Try this:

1. Right click on your GLQW batch  file and select properties.

2. Select "program" tab.

3. In the space next to "run", select "minimized".

4. Put a check next to "close on exit".

5. Hit "apply" then "OK"

Q. Why Do I Need A High Frame rate (FPS)?

A.. For instance, during multiplayer games when there are a lot of players on the screen all shooting rockets. Or when running "mods" such as ThunderWalker CTF or PainKeep, Quake will run somewhat slower, thus reducing the frame rate. Also, the Quake engine slows down considerably in maps with large open areas. This happens in several places in the Quake Mission Packs. Having a higher available FPS prevents the game from bogging down in these situations. Essentially, the higher the available frame rate, the better.

Q. What is "NO RGB FULLSCREEN MODES AVAILABLE"?

A. This simply means you need to set your desktop color palette to at least "16-bit high color". Go to "control panel/display/settings" to set the color palette.

*setting to "24 bit" MAY give the error message "specified video mode not available".

Q.: When I start GL Quake or GL Quake World  I get errors  after another 3DFX game has terminated.

A.: Go to the below URL and download the fix. Then follow the instructions in the text file contained within the zip file.This fix resets the Voodoo after program termination. It is helpful for those users which get errors when trying to run GL Quake after running another 3DFX program. It keeps you from having to reboot.

http://www.hardware.3dreview.com/3dfx/files/other/utility/3d_fix/3dfix.zip

Q: I'm having trouble installing the Monster 3D Or Orchid 3D drivers. If I try to install the drivers manually now, it won't work.

A: You have to force Win95 to redetect the Monster 3D card so that the drivers are installed properly. However, you can't use the "Install New Hardware" icon in Control Panel because it won't detect the card .

The solution is to physically remove the Monster 3D card from the computer. You must then boot the computer to allow Win95 to clear any drivers you may have installed and free up resources. Shut down the computer properly and re-install the Monster 3D. The next time you boot, Win95 will detect the Monster 3D and ask you for the driver disk.

Q. I'm trying to run GL Quake for the first time and the game is moving at 1 frame every 10 seconds. WTF???

A. This means your drivers did not install correctly. Follow the order below.

1. Install Direct X from the Video card's CD ROM.

2. Remove the card from your device manager and remove it using add/remove programs. Then  reboot. It will detect the card and ask for the driver disk. Install the Monster or Orchid drivers from the CD ROM or latest version from the manufactures webpage. If you down loaded the latest drivers for your card. You must expand the .exe file into an empty folder . To expand the file, just put it in an empty folder and double click on it. Then direct the driver install to the folder where you expanded the .exe file. During install it will ask for the  CD-ROM Disk. Just direct it (browse) to the folder with the expanded file.

3. Install "Glide 2.43 Runtime End User" Drivers.

4. Check and make sure your Orchid or Monster is listed in the Control Panel/Device Manager. You should also have a Monster or Orchid  Tab under control panel/display/settings.

Q. What is "VXD 1.1, expected 1.2"?

A.. This error is caused by the newer DLLs trying to find expected GLIDE drivers. The solution is to reinstall the latest GLIDE runtime files.

Here is the recommended fix from ID Software if you have DirectX5:

1) Download and install Glide 2.43 (very important!)

2) Download (don't install!) the Voodoo Graphics Direct3D Ver. 2.13 Drivers

3) Download (again, don't install!) the Diamond 1.08 Drivers

4) Extract the Diamond drivers to a temp directory.

5) Do the same for the 3DFX D3D Ver 2.13 drivers.

6) Delete the following from the Monster3D Drivers folder:  

dd3dfx.drv, dd3dfx16.dll, dd3dfx32.dll, fxmemmap.vxd.

7) Replace those files with the exact same ones from the 3DFX D3D folder.

8) Open your "system" control panel, and click on "multimedia"

and  then "Monster3D" to bring up the M3D properties.

9) Click the "Drivers" tab, and hit "change driver". Click "from disk..." and type in the

location of your Diamond/3DFX hybrid driver folder.

10) Restart your computer as asked. When you go back to your

system  control panel, it should now read "3DFX Voodoo" instead of "Diamond Monster 3D".

This  is DX5 certified.

11) Play GL Quake till your eyes bleed.

DRIVER INFO:

Go to this website to get the latest drivers for your video card and Glide Drivers:

http://www.3dfx.com/download/sdk/index.html

Q. Why does 512x384 return "The specified video mode is not available"?

A .There is a common misconception that "half of voodoo cards are unable to do 512x384" This is simply untrue.

The most common reason for this error is reversing the height and width commands.

Also, some combinations of drivers may not allow this mode. Your 2d vid card also needs to support the 512x384 VESA mode, so you may need to use a utility like Scitech's Display Doctor to add VESA support.

Use the following command line:

glquake.exe -width 512 -height 384  -bpp 16

or glquake.exe -window -width 512 -height 384 -bpp 16

SET SST_VIDEO_24BPP=1

You must insert this line in your GL Quake batch file if you use another video resolution (not windowed) beside the default.

Q. Why does my Voodoo and S3 968/868 lock up in GLQuake?

A..S3 968 and 868 chipsets may mis-report the mapped memory used. There is a chance that your Voodoo Graphics card will be assigned by Plug and Play a memory range that is used by the S3 card, but not reported. The Voodoo Graphics card can be relocated by:

Windows 95 Users: Please download the S3 Fix kit from the Downloads/Updates section of http://www.3dfx.com

Windows NT Users: An NT service called NTREMAP is installed when Glide is added to an NT system. NTREMAP can change the memory address of a Voodoo Graphics board and prevent a conflict with an S3 card.

To use NTREMAP, add the following registry values to:

\HKLM\Software\3Dfx Interactive\NTRemap

EnableNTRemap DWORD 1 (HEX)

ForceAddress DWORD 12000000 (HEX)

The Force Address setting will vary, in this example 0x12000000 is used. This is normally free on most systems.

NOTE: If you use an address that over-writes another device, Windows NT may not boot. If such a problem occurs, power off the system and remove your Voodoo Graphics. Alter the registry to use a different memory range (or remove the ForceAddress setting). Then Reinstall the Voodoo Graphics card into your system.

Q. What does "Missing Glide 2.x.dll" mean?

A . This is usually caused by trying to run the newer clients on machines which never had the GLIDE runtime installed. Get the "GLIDE 2.43 runtime drivers" from the drivers page and install it as per instructions.

Q. What does WglCreateContect Failed mean?

A .This is usually caused by trying to run an invalid video mode, i.e. 800x600 or too high a bit depth. You can try running with "-window" in the command line. In addition, using the older OpenGL32.DLL with the newer clients can cause this error. Make sure you're in at least 16 bit colour on your desktop, and try running without command-line options. If your using Quake World add a folder in your quake directory and name it "qw".  So the path will be "quake/qw". GLQW will set-up the inverse pallette in the "qw" folder.

Also, as a last resort, set your 2d card refresh to 60hz. 

Q. I've Tried Everything And The Damn Thing Still Won't Work. What Do I Do?

A.. Try Putting The 3DFX Card In Another PCI Slot.

Q. After A Few Minutes Of Game Play, My Image Locks Up And The Sound Loops. My Card Is not Overclocked, So I don't Think Its A Heat Problem. How Can I  Fix This?

I know 2 people that had this problem and the below fixed it for them. I have no idea why.

A. Remove your 3dfx card  from the control panel/system/device manager.  Then remove ALL 3DFX related drivers (Orchid or  Monster, Glide, 3DFX and DirectX) from control panel/add-remove programs. Then shut down  the computer and  physically remove the Monster or Orchid 3D card from the computer. Thats right take the card out.(:(: Then you must boot the computer w/o the Card in your computer to allow Win95 to clear any drivers you may have installed and free up resources. Shut down the computer properly and re-install the Monster or Orchid 3D. The next time you boot, Win95 will detect the Monster or Orchid 3D and ask you for the driver disk. If it does not ask for the Driver Disk, go to add new hardware and install it there. Say "no" to Win95 dectecting the card.  It should be in the list. Then install DirectX from your 3D cards CD ROM and install glide 2.43 runtime drivers.

--------------------------------------------------------------------------------------

Mystique/Voodoo Fix

See The below URL.

http://www.matroxusers.ml.org/

Some Mystique owners are having problems when using a 3DFx Voodoo based board such as the Orchid Righteous 3D or the Diamond Monster 3D. The symptoms are that software using the Voodoo either locksup the system

immediately with a blank screen or locks up the system after running for a certain length of time.

The problem is a memory allocation conflict and can be fixed by either switching back to version 3.41 of the Matrox Windows 95 drivers (can be downloaded at the URL) or changing the memory allocation of the Mystique

via Settings>Control Panel>System>Device Manager to the following:

E24A8000-E24ABFFF

E3800000-E3FFFFFF

E3000000-E37FFFFF

This problem may also occur with the Mystique 220 and Millennium II.

October 06, 1997

Now before any of you go around changing this and that with yer' memory allocations make sure you either know what the hell you are doing or that you have a degree in astrophysics OK? This MIGHT help some of you and may NOT even be necessary to most of you. So beware!

--------------------------------------------------------------------------------------

Direct connection and Modem Play:

The current version  .95 of GL Quake does not offer the option of "direct" or "modem play". Only TCP/IP (internet, the one we love) and IPX are offered in the multi player menu.

I update this guide almost weekly. If you ever need the latest version. Just email me and I'll send it to you.

Also if this set-up guide helped you out. Please let me know. I love to hear from satisfied customers.

Best Regards,

Brett "3 Fingers" Jacobs

twang2000@teleplex.net

Thanks go out to all the GL Quake gurus for helping me with much of this info.

P.S.

Here is the autoexec.cfg I use for GL QuakeWorld and TW.

bind "TAB" "+showscores "

bind "`"   "toggleconsole "

bind "*"   "echo Commit Suicide;kill"

bind "ESCAPE" "togglemenu "

bind "0"   ""

bind "1"   "impulse 1 "

bind "2"   "impulse 2 "

bind "3"   "impulse 3 "

bind "4"   "impulse 4 "

bind "5"   "impulse 5 "

bind "6"   "impulse 6 "

bind "7"   "impulse 7 "

bind "8"   "impulse 9 "

bind "9"   ""

bind "/"   "impulse 10"

bind "="   "say Thanks!!!"

bind "+"   "say YES..."

bind "-"   "say NO...."

bind "a"   "say_team I'm Going For Armor Or Something, BRB!!"

bind "b"   "say_team NEED HELP AT BASE (NOW)!!!!"

bind "c"   "say_team IS OUR BASE CLEAR????"

bind "d"   "say_team I'll help defend the base!"

bind "e"   "say Oooooops!!!!!"

bind "f"   "say_team I'm Going After Their Flag.(or ours)"

bind "g"   "echo Drop Ammo;impulse 20"

bind "i"   "say_team INCOMING ENEMY, GO WEAPONS HOT!!!!"

bind "j"   "say (: (: (: (: (:"

bind "k"   "say_team  PLEASE give me Rockets!!!(impulse 20)"

bind "l"   "say_team STAY CLEAR OF FIRING ROCKET LAUNCHER!!!"

bind "n"   ""

bind "o"   "say OUCHIE, Nice Shot!!!"

bind "p"   "exec autoexec.cfg "

bind "q"   "say_team Keep  QUAD, PENTAGRAM and RING from Enemy!!!"

bind "r"   "say_team I NEED OUR FLAG PLEASE!!!!!"

bind "s"   "say_team MOVE YOUR ASS GRAMPA!!!!!!"

bind "t"   "echo All Player Mode;messagemode"

bind "u"   "say See Ya..."

bind "v"   "say_team GOOD JOB MEN!!!!!!!!!!"

bind "w"   "say_team MY HEALTH IS CRITICAL!!!!"

bind "y"   "echo Team Mode;messagemode2"

bind "z"   "say_team I NEED A RUNE!!!!!;wait;wait;wait;wait;say_team IF YOU SEE ONE LET ME KNOW!!!"

bind ","   "say_team HOW BOUT SHARING SOME OF THOSE PACKS!!!"

bind "UPARROW"    "+forward "

bind "DOWNARROW"  "+back "

bind "LEFTARROW"  "+moveleft"

bind "RIGHTARROW" "+moveright"

bind "SHIFT"  "+speed"

bind "ENTER"  "+jump"

bind "ALT" ""

bind "."      "+lookdown"

bind ";"      "+lookup"

bind "'"   "impulse 47;echo AIRFIST"

bind "SPACE" "say_team Extend The Defense For Flag Carrier!!!!"

bind "]"     "say_team BASE IS CLEAR!!!!!!!!!"

bind "["     "say_team I Can't Get An RL, Need Cover Fire!!!!"

bind "F1"    "echo Drop Weapon;impulse 21 "

bind "F2"    "echo Flag Status;impulse 23 "

bind "F3"  "impulse 180;echo RUNE DESCRIPTION"

bind "F4"  "impulse 181;echo RUNE DROP"

bind "F5"  "impulse 200;echo TELEPORT"

bind "F6"  ""

bind "F7"   "say_team THE TEAM WITH THE BEST DEFENSE WINS!!!;wait;wait;wait;wait;say_team NO DEFENSE = WE LOSE!!! "

bind "F8"  "say_team KEEPING OUR FLAG IS THE MOST IMPORTANT THING!!!;WAIT;WAIT;WAIT;WAIT;say_team NO POINT IN GETTING ENEMY FLAG W/O DEFENSE!!!"

bind "F9"  "say_team TEAM, Everyone Attack Enemy Base Now!!!;wait;wait;wait;wait;say_team Haste & BM RUNE, Stay On Defense!!!!"

bind "\"    "echo ROCKET LAUNCHER selected.; impulse 7;wait;impulse 7"

bind "END"  "echo GRENADE selected.; impulse 6;wait;impulse 6"

bind "PGDN" "echo SHAFT selected.; impulse 8;wait;impulse 8"

bind "MOUSE1" "+attack"

alias +grap "impulse 22;wait;wait;impulse 22;wait;+attack"

bind "MOUSE3" "+grap"

alias -grap  "-attack"

bind "MOUSE2" "+jump;wait;wait;wait;jattack"

alias jattack "+attack;wait;-attack"

+mlook

m_forward "0"

m_pitch "-0.020000"

m_yaw "0.022"

sensitivity "3.5"

lookstrafe "0"

lookspring "0.000000"

cl_backspeed "500.000000"

cl_forwardspeed "500.000000"

cl_sidespeed  "350.000000"

bgmvolume "0.000000"

volume "1.200000"

viewsize "100"

crosshair "1"

showturtle "1"

showram "1"

scr_conspeed "5000.00"

v_kickpitch "0.0"

v_kickroll  "0.0"

v_kicktime  "0.0"

cl_bob "0.0"

cl_rollangle "0"

cl_upspeed "1000.00"

r_mirroralpha "1"

r_shadows "0"

gl_flashblend "0"

r_wateralpha ".3"

gl_polyblend "0"

m_filter "1"

gl_playermip "2"

_snd_mixahead ".14"

gl_keeptjunctions "0"

cl_sbar "1"

cl_hudswap "0"

noaim "0"

msg "1"

rate "2800"

pushlatency "-90"

cl_predict_players "1"

cl_nopred "0"

cl_nodelta "0"

r_netgraph "0"

setinfo w_switch "7"

setinfo b_switch "5"

topcolor "3"

team ""

skin "shadowni2"

noskins "2"

alias ft4 "gl_polyblend 1;a5;echo Cloudy Water ON...;wait;bind PGUP ft3"

alias ft3 "gl_polyblend 0;a5;echo Clear Water ON...;wait;bind PGUP ft4"

bind "PGUP"   "ft4"

alias aim5 "noaim 1;b4;echo AUTO AIM OFF...;wait;bind HOME aim6"

alias aim6 "noaim 0;b4;echo AUTO AIM ON...;wait;bind HOME aim5"

bind "HOME"   "aim5"

alias net1 "r_netgraph 1;b4;echo Graph ON...;wait;bind x net2"

alias net2 "r_netgraph 0;b4;echo Graph OFF...;wait;bind x net1"

bind "x"   "net1"

alias plf4 "gl_flashblend 1;a5;echo FLASH BALL ON...;wait;bind INS plf3"

alias plf3 "gl_flashblend 0;a5;echo FLASH BALL OFF...;wait;bind INS plf4"

bind "INS"   "plf4"

alias b4 "play buttons/switch21.wav"

alias a5 "play buttons/airbut1.wav"

bind "F11" "echo BLUE TEAM;color 3 13"

bind "F12" "echo RED TEAM;color 3 4"

alias bas0  "say_team The Enemy Has Our Base!!;bas1"

alias bas1  "say_team We Must Retake Our Base, NOW!!;bind m bas0"

bind "m"   "bas0"

alias hel0 "say Hello!!!;bind h hel1"

alias hel1 "say Shalom!!!!!;bind h hel2"

alias hel2 "say Bon Jour!!!;bind h hel3"

alias hel3 "say Mon Ami!!!;bind h hel0"

bind "h"   "hel0"

alias bes1 "impulse 3;wait;impulse 3"

alias bes2 "impulse 5;wait;impulse 5"

bind "DEL"  "bes1;wait;wait;bes2;echo BEST WEAPON..."

                                                                       END

 

My Quake Pages
Wormburner's  News