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Basic Settings
zPersonal Settings (8 comments)

seta ui_name "^2*^7z^2o^7rg^2*^7" // [string] player name
seta ui_clan "" // [string] clan name
seta ui_hitscanTint "180 1 1" // [string] Hitscan effects. Specified as a value in HSV color space.
// Hue (0.0 to 360.0), Saturation (0.0 to 1.0), Value (0.75 to 1.0)
seta ui_model "model_player_marine_medic" // [string] player model
seta ui_model_marine "" // [string] player model used on marine team in team games, blank uses default model
seta ui_model_strogg "" // [string] player model used on strogg team in team games, blank uses default model
seta ui_spectate "spectate" // [string] play or spectate on join
seta ui_team "Marine" // [string] default team, Strogg or Marine

echo "^7player setup... ^2done"


ui_autoReload "1"
ui_autoSwitch "0"
ui_clan ""
ui_hitscanTint "180 1 1"
ui_model "model_player_marine"
ui_model_marine ""
ui_model_strogg ""
ui_name "[ek.blowfish]"
ui_showGun "0"
ui_skin "base"
ui_team "Marine"


\name <'anything'>

Sets the player's name. Ideally here you want to choose something which sets fear into the hearts of your opponents. Something like 'Flower' or 'Fufflebunny' won't do, so consider things like 'DeathHeadKiller' or 'GutsEater'.

You will find a great many players think it is cool to add numbers into their names. You will need to experiment with this to see if it looks good or corny - there's a fine line between the two.

Be conservative with the use of colours.

Try not to choose something too common, since there is nothing as belittling as seeing one or more players using your nickname.

You might also want to consider that a lot of players use nicknames which are slightly ironic, or relate to skills or abilities the player does not have, or to a persona which doesn't represent them.

Once you've chosen your nickname, you can change it later if you desire, although this is frowned upon. Typically your nickname should reflect how you want people to think of you, and you should keep it as a reference to your online being. After a while you will find that your nickname might hold a degree of reputation and pride for you. Be careful here, pride of the reputation of your nickname might become more important than why you are here; which is to play the games and have fun with friends. Exactly the same is true of clan tags.

Lastly a final point in general about nicknames. There might always be the question why don't you just use your real name. Partly this is role playing within gaming, that you wish to be known as something scary/interesting. But secondly, and there is a point to note here; online players are often hostile to other gamers for no real reason (partly because of the age of a lot of gamers, and partly because of the competitive nature of playing - a level of banter is acceptable in matches, but abuse isn't).

Your nickname keeps that banter and abuse at arms length; but regardless, don't build your self-image based on what other people think of you, online or offline.

\model <'modelname'>

Sets the model you wish to use. In Quake 4 you have the choice of either being Strogg or Marine.

zMouse Settings (6 comments)

bind "LEFTSHIFT" "_zoom" // zoom view

seta g_crosshairColor "1 1 1 1" // [string] sets the combat crosshair color (red greed blue alpha)
seta g_crosshairCustom "0" // [string] sets the custom combat crosshair
seta g_crosshairSize "32" // [int] crosshair size: 16,24,32,40,48
seta g_fov "100" // [float] field of vision in degrees, default 90, max 110
seta g_showHud "1" // [bool] toggle drawing of HUD

seta in_freeLook "1" // [bool] look around with mouse (reverse _mlook button)
seta in_toggleZoom "0" // [bool] pressing _zoom button toggles zoom on/off

seta m_pitch "-0.024" // [float] up/down sens (use negative values for inverted mouse axis)
seta m_smooth "1" // [int] number of samples blended for mouse viewing (0 to 8)
seta m_yaw "0.022" // [float] left/right sens
seta sensitivity "2.5" // [float] overall mouse sens


in_alwaysRun "1"
in_anglespeedkey "1.5"
in_freeLook "1"
in_joystickLeftStickMove "1"
in_pitchspeed "140"
in_toggleCrouch "0"
in_toggleRun "0"
in_toggleZoom "0"
in_yawspeed "140"
m_pitch "0.022"
m_smooth "1"
m_strafeScale "6.25"
m_strafeSmooth "1"
m_yaw "0.022"
sensitivity "12.75"



bind "a" "_forward" // move forward
bind "y" "_back" // move back
bind "s" "_moveleft" // strafe left
bind "d" "_moveright" // strafe right

bind "UPARROW" "_forward" // move forward
bind "DOWNARROW" "_back" // move back
bind "LEFTARROW" "_moveleft" // strafe left
bind "RIGHTARROW" "_moveright" // strafe right

bind "MOUSE2" "_moveup" // jump or climb up ladders
bind "KP_PGUP" "_movedown" // crouch or climb down ladders

seta in_alwaysRun "1" // [bool] toggle always run (this reverses _speed button)
seta in_joystick "0" // [bool] enable joystick input
seta in_mouse "1" // [bool] enable mouse input
seta in_toggleCrouch "0" // [bool] pressing _movedown button toggles player crouching/standing
seta in_toggleRun "0" // [bool] pressing _speed button toggles run on/off - only in MP


// disable shaking view and bobbing, if gameserver allows it
seta g_kickAmplitude "0.0" // [float]
seta g_kickTime "0.0" // [float]
seta g_knockback "0" // [int]
seta pm_bobpitch "0.0" // [float]
seta pm_bobroll "0.0" // [float]
seta pm_bobup "0.0" // [float]
seta pm_crouchbob "0.0" // [float]
seta pm_runbob "0.0" // [float]
seta pm_runpitch "0.0" // [float]
seta pm_runroll "0.0" // [float]
seta pm_walkbob "0.0" // [float]



\sensitivity <1-999>

Your sensitivty determines how quickly your player's view changes as you move your mouse around.

Do not just use the sensitivities which other players tell you they use. Typically the differences in Windows sensitivities, mouse drivers, and the mice themselves make things different for each player.

A fairer way of comparing sensitivities between players to to measure the distance horizontally for a 360 degree turn. To do this, start the game, and face a known point. Mark off on the mousemat in pencil an edge of the mouse then move laterally until you've turned 360 degrees and mark off a second point. Measure the distance between the two points. Typically gamers use 15-30cm, as shown in this diagram. This method will not work with mouse-accel on.

For ease of comparison here, we define:
Low Sensitivity: 30cm+
Mid Sensitivity: 15-30cm
High Sensivity: 0-15cm
Your sensitivity needs to be what is comfortable for you; but you may find the following.

Firstly your comfortable sensitivity may depend on your favourite gametype...

1. For duellers, long distance precision and to improve accuracy (particularly of rail) that a lower sensitivity is more comfortable and beneficial. This may also counteract nerves in important games.

2. For FFA'ers, high sensitivity is normally required, so that you can quickly turn and make shots at all angles, without getting excessively tired over the course of the game.

Secondly you may find sensitivity will depend on which weapons you favour...

(a). Higher sensitivity benefits weapons like rockets or blaster for being able to quick turns and shots at nearby opponents.

(b). Lower sensitivities benefit the higher range weapons such as rail, lg.
Alternatively you may pick a different sensitivity for each, but the recommendation here is to try to find one sensitivity which suits all weapons.
You will also find that you may need to turn off mouse-accel. Normally with mouse-accel on you will find turning to an exact point more difficult and dependent on how tired you are, how nervous etc.

\m_filter <0-1>

Toggles mouse smoothing.

\m_aimbot <0-1>

Toggles aimbot.

Weapon Settings (0 comments)

_attack - Fire weapon.
_impulse8 - Lightning Gun
_impulse7 - Railgun
_impulse2 - Shotgun
_impulse4 - Grenade Launcher
_impulse1 - Machinegun
_impulse6 - Rocket Launcher
_impulse0 - Gauntlet
_impulse9 - Dark Matter Gun
_impulse3 - Hyperblaster
_impulse5 - Nailgun
_impulse13 - Reload weapon.

g_gunPitch - Gun pitch.
g_gunRoll - Gun roll.
g_gunViewStyle - Style presets: 0 = Q3 style, 1 = Shouldered style
g_gunX - X-position of weapon model.
g_gunY - Y-position of weapon model.
g_gunYaw - Gun yaw.
g_gunZ - Z-position of weapon model.
g_muzzleFlash - Show muzzle flashes.
ui_autoSwitch - Automatic switching weapon on pickup or when empty
ui_showgun - Toggle showing of your own weapon model.

System Settings (2 comments)

seta com_allowconsole "1" // [bool] allow simple single-key use of console

seta com_compressDemos "1" // [int] Compression scheme for demo files
// 0: None (Fast, large files)
// 1: LZW (Fast to compress, Fast to decompress, medium/small files)
// 2: LZSS (Slow to compress, Fast to decompress, small files)
// 3: Huffman (Fast to compress, Slow todecompress, medium files

seta com_machineSpec "2" // [int] hardware classification
// -1 = not detected
// 0 = low quality
// 1 = medium quality
// 2 = high quality
// 3 = ultra quality

seta com_preloadDemos "0" // [bool] toggle load of whole demo into RAM before running it
seta com_showFPS "1" // [bool] toogle draw of frames rendered per second
seta com_systemRam "1024" // [int] holds number of megs of system memory
seta com_videoRam "256" // [int] holds the last amount of detected video ram
seta con_notifyTime "5" // [int] time in seconds messages are displayed onscreen when console is pulled up
seta con_speed "9999" // [int] console popup speed
seta fs_caseSensitiveOS "0" // [bool] toggle if case sensitive OS is in use
seta gui_mediumFontLimit "0.50" // [float] medium font sizelimit
seta gui_smallFontLimit "0.25" // [float] small font sizelimit
seta win_allowAltTab "0" // [bool] allow Alt-Tab when fullscreen
seta win_allowMultipleInstances "0" // [bool] allow multiple instances of Quake4 running concurrently
seta win_notaskkeys "0" // [bool] disable windows task keys

echo "^7system setup... ^2done"


Server Settings (0 comments)

To Set up number of players on your server:
- seta si_minPlayers "1" - Minimum allowed number of players in a game
- seta si_maxPlayers "12" - Maximum allowed number of players on server
- seta si_numPlayers "4" - Does nothing that we can find!
- seta si_spectators "1" - Allows players to spectate the game


Note that the maxplayers parameter must allow for spectators as well as the number of players you expect to have in the games. For 4v4 TDM and 4 spectators, set this to 12

Public or Private?

To add a password to your server, use these commands:
- seta si_usePass "1"
- seta g_password "yourpasswordhere"


And to set a RCON password (allows an admin to join the server as a player and remotely change config settings and current game settings from the in-game menu or console)
- seta net_serverremoteconsolepassword "yourrconpasswordhere"

To stop instant starting of games once more than the minimum number of players has joined the server, use this command:
- seta si_useReady "1"

To have the server automatically level the teams rather than each player joining a specified team, set:
- seta si_autobalance "1"

To set a nice spangly name for your server, and a message to the players who join, use:
- seta si_name "SERVER NAME HERE"
- seta g_motd "MOTD HERE"


To enable Punkbuster on your server (and stop non-pb enabled clients playing), use:
- seta sv_punkbuster "1"

To allow voting, and disable certain options from being votable, use:
- seta si_allowVoting "1"
- seta g_voteFlags "x"
(see issues at bottom!)

Where x is set equivalent to:
bit 0 (+1) restart now
bit 1 (+2) time limit
bit 2 (+4) frag limit
bit 3 (+8) game type
bit 4 (+16) kick player
bit 5 (+32) change map
bit 6 (+64) spectators
bit 7 (+128) next map

To disable the bobbing feeling for players on your server, set the following commands at the end of server.cfg:
- seta pm_runbob "0"
- seta pm_runpitch "0"
- seta pm_runroll "0"
- seta pm_bobpitch "0"
- seta pm_bobroll "0"
- seta pm_bobup "0"
- seta pm_crouchbob "0"
- seta pm_walkbob "0"


Known issues:

1. Client download of paks from http/ftp unsupported at this time
2. No command for setting Maximum number of player in game rather than on server
3. Voteflags do not restrict voting for clients


si_allowHitscanTint "2"
si_allowVoting "0"
si_autobalance "1"
si_captureLimit "5"
si_fragLimit "10"
si_gameType "DM"
si_map "mp/q4dm1"
si_mapCycle ""
si_maxPlayers "5"
si_minPlayers "1"
si_name "Quake 4 Server"
si_numPlayers "4"
si_shuffle "0"
si_spectators "1"
si_teamDamage "0"
si_timeLimit "0"
si_tourneyLimit "3"
si_usePass "0"
si_useReady "0"
si_warmup "1"
sv_punkbuster "0"



zGame Settings (0 comments)

g_announcerDelay "1"
g_armorProtection "0.66667"
g_armorProtectionMP "0.66667"
g_brassTime "0"
g_crosshairColor "1 1 1 1"
g_crosshairCustom "1"
g_crosshairCustomFile "gfx/guis/crosshairs/crosshair_railgun.tga"
g_crosshairSize "32"
g_decals "0"
g_doubleVision "0"
g_editEntityDistance "512"
g_editEntityTextDistance "256"
g_favoritesList ""
g_friendsList ""
g_gameReviewPause "15"
g_gunViewStyle "0"
g_healthTakeAmt "5"
g_healthTakeLimit "25"
g_healthTakeTime "5"
g_mapCycle "mapcycle"
g_muzzleFlash "0"
g_nightmare "0"
g_password ""
g_projectileLights "0"
g_showcamerainfo "0"
g_showHud "1"
g_showHudPopups "0"
g_showPlayerShadow "0"
g_showProjectilePct "0"
g_skipItemShadowsMP "1"
g_skipPlayerShadowsMP "1"
g_spectatorChat "0"
g_useDynamicProtection "1"
g_voteFlags "64"


zGUI Settings (0 comments)


gui_configServerRate "0"
gui_mediumFontLimit "0.60"
gui_smallFontLimit "0.30"


Rendering Settings (0 comments)

Texture Quality

The texture resolution, often referred to as 'picmip' by Quake 3 players, is controlled by the following two settings.

image_downSize - 0/1 This should be set to 1 to allow downsizing of textures.
image_downSizeLimit - This can be set between 0 and 256. The lower the number the lower the quality of the textures. Using image_downSizeLimit 0 will turn off all texture quality.


image_downSizeLimit 256

image_downSizeLimit 8



Bumps

'Bumps' provide textures with surface roughness and let the surface respond differently to lights cast apon it. Although nice for visuals this has a detrimental effect on FPS (frames per second), and adds nothing to gameplay. r_skipbump 1 can be used to disable them complete, or alternatively their effect can be minimised by the following two settings:

image_downSizeBump - 0/1 Allows for the downsizing of bump textures.
image_downSizeBumpLimit - Sets the downsize limit, the lower the number the greater the reduction in quality and the better the performance.

r_skipBump - Toggles the use of bumps for the rendering of textures. Bumps as described earlier add visable roughness to a surface. Bumps can be disabled for the sake of improvements to rendering. Recommended value for this setting is 1.



Speculars

'Speculars' provide lighting highlights on objects. Much the same as bumps they are detrimental to performance and do no directly add to gameplay.

image_downSizeSpecular
image_downSizeSpecularLimit

Recommended values are image_downSizeSpecular 0 and image_downSizeSpecularLimit 64.

r_skipSpecular - Skips rendering of speculars (highlights on objects). Recommended value for this is 1.



Texture Filters

Blending of the textures is controlled by the following setting: image_filter

Available settings for this are as shown:


GL_LINEAR_MIPMAP_NEAREST

GL_LINEAR_MIPMAP_LINEAR


GL_NEAREST

GL_LINEAR


GL_NEAREST_MIPMAP_NEAREST

GL_NEAREST_MIPMAP_LINEAR

The filters starting with GL_LINEAR.. smooth the blending of the textures, whereas the filters starting with GL_NEAREST are much more blocky. The other differences relate to how the textures are rendered at distance. GL_NEAREST will be blocky at distance, whereas GL_NEAREST_MIPMAP_LINEAR smooths HUD items and those at distance.



Texture Blending

image_anisotropy - Sets the maximum texture anisotropy if
available in the renderer. Higher values will give a negative effect on performance, the recommended value is 0.

r_multiSamples - Controls the level of antialiasing (smoothing of edges and lines rendered). Acceptable values are 0, 2, 4, 8, or 16, with the higher values giving decreased performance. For lower screen resolutions antialiasing may provide a cleaner looking view, but 0 is recommended for increase in performance.



Memory Settings

image_cacheMegs "512"
image_cacheMinK "1024"
image_useCache "1"



Texture Loading/Compression/Format

r_forceLoadimages "1"
image_useAllFormats "1"
image_useCompression "1"
image_useNormalCompression "1"
image_useNormalCompressionLoadDDSForPal "0"
image_usePrecompressedTextures "1"
r_useIndexBuffers "0"



General Rendering Settings

r_alphaToCoverage "1"
r_brightness "1"
r_fullscreen "1"
r_gamma "1"
r_mode "3"
r_renderer "best"
r_swapInterval "0"



Toggling Misc. Graphical Effects

r_shadows
- Toggles the rendering of shadows from players or objects. The rendering of shadows impacts heavily on FPS, so it is recommended that it is disabled by setting this value to 0.


r_shadows 1

r_shadows 0

image_lodbias - Sets the LOD (level of detail) for texture images. This accepts values of the range -2 to 2, with 2 being the lower level of detail and slightly improved performance.

r_skipNewAmbient - Bypasses all vertex/fragment program ambient drawing. Recommended value for this is 1.

image_ignoreHighQuality - Recommended value for this is 1.

seta bse_debris "1" // [bool] toggle effect debris
seta bse_enabled "1" // [bool] toggle use of all effects
seta bse_maxParticles "2048" // [int] max number of particles allowed per segment
seta bse_render "1" // [bool] toggle effect rendering

seta g_brassTime "0" // [int] amount of time in ms brass should stay in the world before dissapearing
seta g_decals "0" // [bool] toggle show of decals, such as bullet holes
seta g_doubleVision "0" // [bool] toggle show of double vision when taking damage
seta g_projectileLights "0" // [bool] toggle dynamic lights on projectiles
seta g_showPlayerShadow "0" // [bool] toggle shadow of player model
seta g_skipItemShadowsMP "1" // [bool] toggle all item shadows in multiplayer
seta g_skipParticles "0" // [bool] toggle drawing of particles
seta g_skipPlayerShadowsMP "1" // [bool] toggle drawing of all player shadows in multiplayer
seta g_skipViewEffects "1" // [bool] toggle damage- and other view-effects

seta image_anisotropy "0" // [int] set the maximum texture anisotropy if available
seta image_cacheMegs "256" // [int] maximum MB full-sized precompressed images to keep in memory
seta image_cacheMinK "4096" // [int] minimum KB of precompressed files to defer
seta image_downSize "1" // [bool] toggle texture downsampling
seta image_downSizeBump "1" // [bool] toggle normal map downsampling
seta image_downSizeBumpLimit "16" // [int] controls normal map downsample limit (0 = 64)
seta image_downSizeLimit "16" // [int] controls diffuse map downsample limit (0 = 64)
seta image_downSizeSpecular "1" // [bool] toggle specular downsampling
seta image_downSizeSpecularLimit "16" // [int] controls specular downsampled limit (0 = 64)

seta image_filter "GL_LINEAR_MIPMAP_LINEAR" // [string] changes texture filtering on mipmapped images
// GL_LINEAR_MIPMAP_NEAREST
// GL_LINEAR_MIPMAP_LINEAR
// GL_NEAREST
// GL_LINEAR
// GL_NEAREST_MIPMAP_NEAREST
// GL_NEAREST_MIPMAP_LINEAR

seta image_ignoreHighQuality "1" // [bool] ignore high quality setting on materials
seta image_lodbias "0" // [int] change lod bias on mipmapped images (-2 to 2)
seta image_useCompression "1" // [bool] 0 = force everything to high quality

seta image_useNormalCompression "2" // [int] control normal compression method, 0 = disabled
// 1 = use 256 color compression for normal maps if available
// 2 = use rxgb compression for normal maps

seta image_useCache "1" // [bool] toggle background load image caching


seta r_aspectRatio "0" // [int] aspect ratio of view, 0 = 4:3, 1 = 16:9, 2 = 16:10
seta r_brightness "1.0" // [float] overall brightness (0.5 to 2.0)
seta r_clear "2" // [string] force screen clear every frame (1 = purple, 2 = black, 'r g b' = custom)
seta r_customHeight "486" // [int] custom screen height. set r_mode to -1 to activate
seta r_customWidth "720" // [int] custom screen width. set r_mode to -1 to activate
seta r_displayRefresh "0" // [int] optional display refresh rate option for vid mode
seta r_finish "0" // [bool] force a call to glFinish() every frame
seta r_fullscreen "1" // [bool] 0 = windowed, 1 = full screen
seta r_gamma "1.3" // [float] gamma correction (0.5 to 3.0)
seta r_lightScale "2" // [float] all light intensities are multiplied by this
seta r_lod_entities "0" // [bool] toggle use of LOD technique for entities

seta r_mode "5" // [int] screen resolution
// -1 = custom video mode
// 0 = 320 x 240
// 1 = 400 x 300
// 2 = 512 x 384
// 3 = 640 x 480
// 4 = 800 x 600
// 5 = 1024 x 768
// 6 = 1152 x 864
// 7 = 1280 x 1024
// 8 = 1600 x 1200

seta r_renderer "best" // [string] available options: best, arb, arb2, nv10, nv20, r200
seta r_shadows "1" // [bool] toggle use of shadows
seta r_skipBlendLights "1" // [bool] toggle blend lights
seta r_skipBump "1" // [bool] toggle bump maps
seta r_skipDiffuse "0" // [bool] toggle diffuse maps
seta r_skipFogLights "1" // [bool] toggle all fog lights
seta r_skipNewAmbient "0" // [bool] toggle bypass of all vertex/fragment program ambient drawing
seta r_skipOverlays "0" // [bool] toggle overlay surfaces
seta r_skipSpecular "1" // [bool] toggle specular maps
seta r_swapInterval "0" // [bool] toggle VSYNC
seta r_useOptimizedShadows "1" // [bool] toggle use of dmap generated static shadow volumes
seta r_useTripleTextureARB "1" // [bool] cards with 3+ texture units do a two pass instead of three pass
seta r_useTurboShadow "1" // [bool] toggle use of infinite projection with W technique for dynamic shadows
sets r_multiSamples "0" // [int] number of antialiasing samples


zNetwork Settings (0 comments)

seta cl_punkbuster "1" // [bool] toogle client side PunkBuster
seta g_friendsList "" // [string] friends list
seta net_challengeLimit "15" // [int] Limit the number of challenges sent to a server before giving up.

seta net_clientDownload "1" // [int] client pk4 downloads policy:
// 0 - never
// 1 - ask
// 2 - always (will still prompt for binary code)

seta net_clientLagOMeter "1" // [bool] draw prediction graph
seta net_clientMaxRate "16000" // [int] maximum rate requested by client from server in bytes/sec
seta net_clientPrediction "10" // [int] additional client side prediction in milliseconds
seta net_clientUsercmdBackup "2" // [int] number of usercmds to resend
seta net_predictionErrorDecay "112" // [int] time in milliseconds it takes to fade away prediction errors (0 to 200)

seta si_name "Quake 4 Server" // [string] Server Hostname


net_clientDownload "1"
net_clientLagOMeter "0"
net_clientMaxRate "25000"
net_LANServer "0"
net_master1 ""
net_master2 ""
net_master3 ""
net_master4 ""
net_menuLANServer "0"
net_serverAllowServerMod "0"
net_serverMaxClientRate "3686"
net_serverMenuDedicated "0"
net_socksEnabled "0"
net_socksPassword ""
net_socksPort "1080"
net_socksServer ""
net_socksUsername ""


Sound Settings (1 comments)

seta g_announcerDelay "1000" // [int] no more than one announcer sound will be played in this many ms

seta s_force22kHz "0" // [bool] toggle force 22 kHz sampling rate
seta s_maxChannelsMixed "24" // [int] max number of emitter channels that can be simultaneously mixed
seta s_musicVolume "0.3" // [float] volume of music
seta s_muteEAXReverb "0" // [bool] toggle EAX reverb
seta s_playDefaultSound "1" // [bool] toggle play of a beep for missing sounds
seta s_quadraticFalloff "0" // [bool] toggle if sound volume decreases quadratically when moving away from source
seta s_reverse "0" // [bool] toggle stereo channels
seta s_subFraction "0.5" // [float] volume to subwoofer in 5.1
seta s_useEAXOcclusion "1" // [bool] toggle use of EAX occlusion
seta s_useEAXReverb "1" // [bool] toggle use of EAX reverb
seta s_useOcclusion "1" // [bool] toggle use of occlusion
seta s_useOpenAL "0" // [bool] toggle use of OpenAL
seta s_volume "0.3" // [float] overall sound volume



s_decompressionLimit "2"
s_deviceName "NVIDIA(R) nForce(TM) Audio"
s_doorDistanceAdd "150"
s_globalFraction "0.8"
s_maxChannelsMixed "24"
s_maxSoundsPerShader "1"
s_meterTopTime "2000"
s_minStereo "8"
s_musicVolume "0"
s_numberOfSpeakers "2"
s_playDefaultSound "1"
s_radioChatterFraction "0.9"
s_reverse "0"
s_spatializationDecay "2"
s_speakerFraction "0.65"
s_subFraction "0.5"
s_useDeferredSettings "1"
s_useEAXOcclusion "0"
s_useEAXReverb "0"
s_useOpenAL "0"
s_volume "0.7"


q4euro ::

Useful Scripts
Toggle Fullscreen (5 comments)

The following script allows you to toggle fullscreen and windowed Quake4 using PageUp and PageDn keys:


// ===Adjust screen size===

seta vid_full "r_fullscreen 1;r_mode 3; vid_restart;echo FULLSCREEN"
seta vid_win "r_fullscreen 0;r_mode 3; vid_restart;echo WINDOW"
set win_mode vstr vid_win
set quake_mode vstr vid_full

bind PGDN "vstr quake_mode"
bind PGUP "vstr win_mode"


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