Announcement

Collapse
No announcement yet.

My Qrack Config

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

  • My Qrack Config

    Lenny asked for my qrack config, so I thought I would share it here. I've shared it before, but here it is again:

    RapidShare: 1-CLICK Web hosting - Easy Filehosting

    The zip file contains the autoexec.cfg that I'm using along with the HUD texture items and some charsets. Put the 2 folders and the autoexec.cfg in your quake/qrack folder.

    Here is the autoexec.cfg by itself:

    Code:
    //Keypad binds
    bind kp_1 "impulse 1"
    bind kp_2 "impulse 2"
    bind kp_3 "impulse 3"
    bind kp_4 "impulse 4"
    bind kp_5 "impulse 5"
    bind kp_6 "impulse 6"
    bind kp_7 "impulse 7"
    bind kp_8 "impulse 8"
    
    //Cycle through some selected charsets
    alias char_up char1
    alias char_dwn char0
    
    alias char1 "echo original;gl_consolefont original;alias char_up char2;alias char_dwn char0"
    alias char2 "echo id1;gl_consolefont charset-34;alias char_up char3;alias char_dwn char1"
    alias char3 "echo id2;gl_consolefont charset_id2;alias char_up char4;alias char_dwn char2"
    alias char4 "echo char20;gl_consolefont charset-20;alias char_up char5;alias char_dwn char3"
    alias char5 "echo copperplate;gl_consolefont charset_copperplate;alias char_up char6;alias char_dwn char4"
    alias char6 "echo babylon5;gl_consolefont charset_babylon5;alias char_up char0;alias char_dwn char5"
    alias char0 "echo moon1;gl_consolefont charset_moon1;alias char_up char1;alias char_dwn char6"
    
    bind f9 "char_dwn"
    bind f10 "char_up"
    bind f11 ""
    bind uparrow ""
    bind leftarrow ""
    bind downarrow ""
    bind rightarrow ""
    
    //Fullbright
    gl_fb_models 1
    gl_fb_bmodels 1
    
    //Textures
    gl_externaltextures_world 0
    gl_externaltextures_bmodels 0
    gl_externaltextures_models 0
    gl_loadq3models 0 
    gl_fb_models 0
    
    //turn off print stats
    scr_printstats 0
    
    //load a sky texture (frozendusk/dmcw/snow2)
    //loadsky frozendusk
    
    //load a character set
    gl_consolefont charset_moon1
    //gl_consolefont original
    gl_smoothfont 1
    
    //FPS/Eyecandy settings
    cl_deadbodyfilter 1		//dead body filter off/on/immediately (0/1/2)
    cl_gibfilter 0			//gibs filter off/on (0/1)
    cl_bobbing 0			//bob rotating models off/on(0/1)
    cl_muzzleflash 0		//turn muzzleflash on for all (0/1/2)
    r_outline 0			//turn outline on bmodels off/on (0/1)
    r_celshading 0			//turn cellshading of bmodels off/on (0/1)
    r_fastsky 0			//turn fast sky texture off/on (0/1)
    r_fastturb 0			//turn fast liquid textures off/on (0/1)
    r_explosionlight 1		//100% explosion light (0-1)
    r_explosionlightcolor 5		//color of explosion light (0/1/2/3/4/5/6)
    r_explosiontype 7		//change explosion type (0/1/2/3/4/5/6/7)
    r_grenadetrail 1		//show grenade trail (0/1)
    r_rocketlight 1			//turn on dynamic ighting of rockets (0-1)
    r_rocketlightcolor 5		//color of rocket light (0/1/2/3/4/5)
    r_rockettrail 3			//rocket trail type (0/1/2/3/4/5/6/7)
    r_wateralpha 1			//allows you to see through water (0-1)
    r_novis 0			//turn on VIS information (0/1)
    r_simpleitems 1			//turn on simpleitems (0/1)
    gl_caustics 0			//turn underwater caustics off/on (0/1)
    gl_detail 0			//turn artificial bump map texturing off/on (0/1)
    gl_waterfog 0			//turn water fog in GL off/on (0/1)
    gl_waterfog_density 0		//adjust water fog density in GL (0-1)
    gl_foggreen 0			
    gl_fogblue 0
    gl_fogred 0
    gl_fogend 2048
    gl_fogstart 100
    gl_hurtblur 0			//keep these off, they do slow mo effects?
    gl_deathblur 0			//really big FPS hit.
    
    
    //Lighting Effects
    gl_gamma 0.5			//adjust gamma
    gl_contrast 2			//adjust contrast
    gl_vertexlights 0		//use vertex lighting
    gl_flashblend 0			//use proper lighting in GL (0/1)
    gl_loadlitfiles 0		//use lit files in GL (0/1)
    r_dynamic 1			//use dynamic lighting in GL (0/1)
    r_lightmap 0			//enable light sources on map in GL (0/1)
    r_shadows 0			//enable shadows in GL (0/1)
    r_powerupglow 2			//enable powerup/flag glowing off/colored/white (0/1/2)
    
    
    //Screen flash effects
    cl_bonusflash 1			//weapon/item pickup flash (0/1)
    gl_polyblend 1			//pallette shifting on in GL (0/1)
    gl_hwblend 0
    v_contentblend 0.05		//palette shifting while in liquid (0-1)
    v_pentcshift 0.1		//palette shifting with pent (0-1)
    v_quadcshift 0.1		//palette shifting with quad (0-1)
    v_ringcshift 0.04		//palette shifting with ring (0-1)
    v_suitcshift 0.04		//palette shifting with suit (0-1)
    v_damagecshift 0.5		//palette shifting when damaged (0-1)
    
    //Particle Effects
    gl_bounceparticles 0		//turn on bouncing particles in GL (0/1)
    gl_part_lightning 0		//turn on lighting gun particles (0/1)
    gl_part_flames 0		//turn on flames particles (0/1)
    gl_part_lavasplash 0		//turn on lavasplash particles (0/1)
    gl_part_blobs 0			//turn on blobs particles (0/1)
    gl_part_telesplash 0		//turn on teleporter particles in GL (0/1)
    gl_part_blood 0			//turn on blood particle effects (0/1)
    gl_part_gunshots 0		//turn on gunshot particles in GL (0/1)
    gl_part_sparks 0		//turn on sparks particles (0/1)
    gl_part_trails 0		//turn on special rocket trails in GL(0/1)
    gl_part_explosions 0		//turn on special explosions in GL (0/1)
    
    //Video Cettings
    //Resolution can be set in game and con_textsize is set with a resolution of 1680x1050 in mind.
    
    vid_conwidth 320		//set the width resolution of the HUD console
    vid_conheight 200		//set the height resolution of the HUD console
    con_textsize 4			//set font of pulldown console (8=normal,4=half size)
    //vid_refreshrate 85		//needs to be set in command line with -refreshrate 85 (not used)
    
    //Crosshair Settings
    crosshair 1
    crosshairimage crosshair8
    crosshairsize 1.5
    crosshair_static 1
    crosshaircolor "255 255 255"
    
    //clock and show_fps settings
    //the x and y values are based on 1680x1050 resolution, 
    //and will need to be adjusted for other resolutions.
    show_fps 1
    cl_maxfps 300
    show_fps_x 35
    show_fps_y 1
    cl_clock 1
    cl_clock_x 29
    cl_clock_y 0
    
    //Other Settings
    gl_clear 1
    gl_doubleeyes 1
    cl_sbar 0
    scr_sbaralpha 0
    viewsize 100
    pq_moveup 1
    pq_smoothcam 1
    cl_bob 0
    cl_bobcycle .6
    cl_bobup 0
    cl_rollangle 0
    cl_rollspeed 0
    cl_forwardspeed 500
    cl_backspeed 500
    cl_sidespeed 500
    cl_upspeed 500
    m_pitch -0.022
    m_yaw 0.022
    m_filter 0
    r_drawviewmodel 0
    v_gunkick 0
    v_kickroll 0
    v_kickpitch 0
    v_kicktime 0
    lookstrafe 0
    lookspring 0
    showturtle 1
    scr_conspeed 9999999999999999999999999999999999
    Last edited by PapaSmurf; 02-16-2010, 08:40 PM.

  • #2
    hmm there looks like something in there that addresses the quad glow effect? I need to fix mine. I have used Qrack for years and never bothered to fix powerup glows... people with powerups do not glow on my screen. you cant tell they have it until you shoot them or they shoot you...

    Comment


    • #3
      hmm r_powerupglow should default 2 White like normal Quake.
      Setting to 1 enables the engine to display colored dynamic lights based on the light's .effects flag. In CRCTF the quad model has an effects flag of EF_BLUE, so it glows BLUE, so does the Blue Flag. CRMOD does not use the EF_* effect feature and so pent/quad are just white.

      Last edited by R00k; 02-17-2010, 11:56 AM.
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

      Comment

      Working...
      X