Author Topic: cvars for online multiplayer, oh and clients  (Read 1554 times)

Offline mindfray

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cvars for online multiplayer, oh and clients
« on: May 02, 2017, 12:55:00 AM »
I am an old quake 3 player, Going back from the dreamcast glory days straight to PC for quake III Arena.
If you have played quake 3 you would know they have cvars or command variables to use with the game, anything from snaps and rate, to mouse sensitivity and rail color, and a cvar that makes your rail graphic instantly dissapear making it mentaly easier to land a rail wtihout the lingering trail for seconds on end.

I was wondering if quake 2 had cvars to optimize online play so it runs better.

I am also curious about all the clients to be used to play on the tasty spleen community servers.
what are each of the clients, and what are the pros and cons when it comes to looks, quality, smooth running game with less lag, better response time and so on.
I have a client i use just for singleplayer and its great for that.

but i also want to explore all the options for mp clients and ask what clients you use for mp and why.
I also would like a massive amount of data any knowledge hungry player could ever need starting out with quake 2 and playing on tasty spleen community with every possible q2 mp client.

btw i own the game legally on steam. so getting the game files is not an issue to copy and paste.
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Offline M1SERY

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Re: cvars for online multiplayer, oh and clients
« Reply #1 on: May 02, 2017, 09:10:13 AM »
 Q2pro is nice and user friendly!

Offline Barton

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Re: cvars for online multiplayer, oh and clients
« Reply #2 on: May 03, 2017, 06:27:50 PM »
Choosing Q2PRO or R1Q2 just comes down to preference. Both clients are excellent but some people prefer Q2pro since it has more console commands. I personally use R1Q2 since my settings work best in that client.

Here's a quick reference to some console commands:

Q2: https://www.eecis.udel.edu/~portnoi/quake/quakeiicom.html
Q2Pro: http://skuller.net/q2pro/nightly/client.html
R1Q2: Can't find them since r1ch's forums are down.

Here are commands you probably want to utilize:

cl_async "0" // At zero, it makes your rendering and physics run by your cl_maxfps value. I recommend this setting for better movement and trick jumping. With the setting on at 1, it feels like there is a bit of a delay when moving and jumping around. That's just my opinion tho.
cl_maxfps "90" // 90 or 120 are good values. 120 probably will probably give smoother frames on a modern LCD monitor 
r_maxfps "" // You don't need this really with cl_async at "0".

g_select_empty "0" // Allows for you to switch to weapons which have no ammo available.

gl_dynamic "0" // Turns off dynamic lighting
gl_clear "1" and gl_polyblend "0" // Together get rid of that annoying flash you get when you pick up items and get hit by another player's weapon
gl_modulate "" // Turns up brightness on textures without using gamma. Right now, I'm using 20. I use this to turn off the shadows mainly.
vid_gamma "" // Adjusts screen brightness.

//Lets you set your screen resolution manually.
vid_ref "r1gl" // You need the video renderer r1gl if you are using R1Q2 in order to use these commands.
set vid_forcewidth ""
set vid_forceheight ""

//Turn all of these to "0" so you don't download a million useless files.
allow_download_maps
allow_download_models
allow_download_players
allow_download_sounds

netgraph "1" //Displays a graph which shows your packetloss and latency.

That's all I can think of at the moment. I'll add some stuff if I forgot something important.
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Offline Barton

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Re: cvars for online multiplayer, oh and clients
« Reply #3 on: May 03, 2017, 06:42:04 PM »
If you have played quake 3 you would know they have cvars or command variables to use with the game, anything from snaps and rate, to mouse sensitivity and rail color, and a cvar that makes your rail graphic instantly dissapear making it mentaly easier to land a rail wtihout the lingering trail for seconds on end.


Sounds like then you want to use Q2Pro. You can easily change the rail trail settings with that client.

cl_railtrail_type "1"
cl_railtrail_time "0.2"
cl_railcore_width "3" // Default setting
cl_railcore_color "green"
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Offline KillQuotes

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Re: cvars for online multiplayer, oh and clients
« Reply #4 on: May 22, 2017, 06:49:22 PM »
>I am an old quake 3 player, Going back from the dreamcast glory days straight to PC for quake III Arena.
>If you have played quake 3 you would know they have cvars or command variables to use with the game, anything from snaps and rate, to mouse sensitivity and rail color, and a cvar >that makes your rail graphic instantly dissapear making it mentaly easier to land a rail wtihout the lingering trail for seconds on end.

Quake 3 k k kinda sounds like Quake 2, but not as good :) ( humor to start of the post )

>I was wondering if quake 2 had cvars to optimize online play so it runs better.

You might find good ol JakFrost helpful https://www.quakewiki.net/archives/console/tutorials/quake_2.html , it does deal with stock Q2 though, however it will give you an idea when diving deeper into the new updated clients. With your understanding of Quake 3 cvars you shouldn't have to many problems,  http://quake.wikia.com/wiki/Console_Commands  ( wonder what else is in there )

>I am also curious about all the clients to be used to play on the tasty spleen community servers.
>what are each of the clients, and what are the pros and cons when it comes to looks, quality, smooth running game with less lag, better response time and so on.

http://quake.wikia.com/wiki/Category:Quake_II_source_ports, this should get you started with some reading.


>I have a client i use just for singleplayer and its great for that.

KMQ2 I assuming? ( just a guess ) You can use it for online play but it much more geared to the single player/mapping envoroment as I understand it.

>but i also want to explore all the options for mp clients and ask what clients you use for mp and why.
>I also would like a massive amount of data any knowledge hungry player could ever need starting out with quake 2 and playing on tasty spleen community with every possible q2 mp >client.

http://forum.tastyspleen.net/quake/index.php?action=forum  A little advice from an old school offline player returning to online play, get to know your community,!!! read every post !!!, more then likely your question has been asked in past years and the answer is just laying in wait for you to discover it. Its like trick jumping, its a challenge but there are great rewards :)

>btw i own the game legally on steam. so getting the game files is not an issue to copy and paste.

You may find this helpful http://q2s.tastyspleen.net

Those above me have started you off on the right foot, now its time to take a couple of left steps on your own and see where it leads you. Get stuck by all means ask the question/s, thats why they call it a community, but don't sell yourself short on your personal responsibility to learn and practice the game just as I'm sure you did with Quake 3 :)

Your gonna run into alot of dead links out there but with some persistence and time, you may also uncover some hidden gems still tucked away in the cobwebs.


mindfray:
Date Registered: April 30, 2017, 11:06:02 PM
Last Active: May 03, 2017, 11:52:29 PM

^ ^  ^
|   |  |

Hmmm,....All the best 


 :rockon:

      K.Q



....man my > def shows my old school  :lolsign:



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Foc - where are you.
 

quadz

May 18, 2019, 10:21:55 PM
Thanks, yes, system crashed; unknown reason.

Hopefully everything is restarted now.
 

NIN-IceFox

May 18, 2019, 08:56:59 PM
Some servers seem down currently Quadz, don't know if it's just a hiccup that'll fix itself, maintenance or what, but just in case, I mention it.
 

NoBugsOnMe

May 13, 2019, 09:44:19 PM
pm gang rise up
 

quadz

May 10, 2019, 08:27:35 PM
It's always been that if you mymap and disconnect before the map goes live, it's deleted from the queue.

Occasinally, someone will stick around until their map loads, and THEN disconnect, which is not appreciated. (Currently the only recourse is a full mute, as there's no provision for blocking just mymap usage.)

At least these days, the chosen map has to be roughly compatible with the number of players active on the server. (No more mapping sewer64 on a 3-player server; etc.)

Punk_FAS

May 10, 2019, 08:22:02 AM
Any way to prevent people from trolling with mymap? By that I mean they join the server, mymap a map, then immediately discconnect, forcing whoever's playing to play a map that nobody there necessarily wanted to play in the first place. Maybe have it check to see if the player who issued the command
 

R. Hayabusa

May 07, 2019, 10:16:25 PM
it's tradition to play vanila and listen to something like this
https://www.youtube.com/watch?v=yOSsvue9DM0&t=243s

Punk_FAS

May 07, 2019, 07:44:28 PM
Seems like that did the trick, quadz. I'm sure everyone is happy to have their lower pings back :) Thanks!

0rbisson

May 06, 2019, 08:23:50 PM
Yes it appears to be normal. thanks
 

quadz

May 06, 2019, 01:44:21 PM
OK, they made a routing change that appears to have resolved the issue I was seeing here.

Everyone else's pings back to normal?

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