Announcement

Collapse
No announcement yet.

Difference between "config.cfg" and "autoexec.cfg" - And their management

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    Originally posted by golden_boy View Post
    Two different answers by two engine coders.

    Can we make an effort to clear this up? I respect that certain things should not be hardlocked by the developer. Like movement keys etc.

    But some things make a lot of sense to lock; examples:
    I agree with that.

    I'd say if you put "lock chase_active 1" or "lock sv_hugeworld 1" in the default.cfg or quake.rc that it should keep those values. JoeQuake has something like this using +set <cvar> <value> in the command line.

    It's Spike who knows a lot about cvar locking He might already have something like it in FTE. Q3A might have some sort of "standard" for that, possibly.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

    Comment


    • #32
      if q2 or q3 has some console command to lock cvars (from a config), then I've not heard of it.
      yes, q2+q3 both lock/latch cvars at certain times. in fact if you bypass it and change 'deathmatch' in q2, you'll generally end up with the gamecode crashing.

      personally I'm almost tempted to go for the java keyword 'final' instead of lock. Its just a bit more fitting...
      that said, 'setl' would be consistant with the 'set'+'seta' commands, so would probably be more sensible.

      fte will latch cvars if you stuffcmd them to clients (and I think if you localcmd them too), which will prevent them from being changed again until the end of the map, but if the server/gamecode changes it back to its default value, it'll unlatch again.
      Its meant to provide protection for mods resetting fov back to 90 after using sniper scopes or whatnot, as well as preventing the user from disabling idlescale.
      its not a viable mechanism to force cvars for server controls however, in part because its unlatched at the end of each map.

      in fte, the commandline will always override configs, and is actually execed after configs too, just to make sure (q2 has special handling for +set to make sure those override configs).
      Some Game Thing

      Comment


      • #33
        Im confused... We're kinda getting off topic. Like I said, my issue is I play quake sp through quake injector. Its a good way to keep track of maps you played and havent and can sort by how many stars it got. But the problem is everytime I start a new map, or pak it resets all the settings in darkplaces. So I need to know which one to use and where its located

        Comment


        • #34
          Stuff everything important to you in autoexec.cfg (controls,binds,etc)
          in config.cfg add
          bind / "exec autoexec.cfg"
          in console
          bind / "exec autoexec.cfg"

          then, run injector as normal, whenever your map loads, press the / button. Config is loaded.

          easiest solution I can offer.
          Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

          Comment

          Working...
          X