en:games:quake_3_arena
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en:games:quake_3_arena [2022-04-01-21-18] – ↷ Links adapted because of a move operation 7saturn | en:games:quake_3_arena [2023-08-19-07-50] (current) – [Web Links] 7saturn | ||
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* Lobby search: yes | * Lobby search: yes | ||
* Direct IP: yes | * Direct IP: yes | ||
- | * Play via [[.tools:gameranger]]: no | + | * Play via [[..:game_tech:Gameranger]]: no |
- | * [[.gaming_theory: | + | * [[..:gaming_theory: |
* Singleplayer campaign: yes | * Singleplayer campaign: yes | ||
* Hotseat: no | * Hotseat: no | ||
</ | </ | ||
- | The third reincarnation of Quake is one of the most revered first person shooters in gaming history. It was released on December 5th, 1999 by [[.publishers: | + | The third reincarnation of Quake is one of the most revered first person shooters in gaming history. It was released on December 5th, 1999 by [[..:publishers:Activision]]. Its [[..:game tech:idTech 3 Engine]] is also the basis for a lot of other games, for instance [[star_trek_-_voyager_elite_force|Star Trek: Voyager Elite Force]]. It was the main competitor to Epic's [[Unreal Tournament]] title from November 1999. In 2005 idTech released the source files of this engine under the GPL, giving rise to even more new games, developed and maintained by the open source community. |
===== Installation ===== | ===== Installation ===== | ||
The game still installs well even under Windows 10 (2019-03). The only drawback is the not startable '' | The game still installs well even under Windows 10 (2019-03). The only drawback is the not startable '' | ||
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In case you still have problems, you may always fall back to simply copying the required files. The only really required files are '' | In case you still have problems, you may always fall back to simply copying the required files. The only really required files are '' | ||
===== Graphics Hack ===== | ===== Graphics Hack ===== | ||
- | The game engine does offer a rather limited set of graphics resolutions. Especially the wide screen resolutions are only a few. This however, only goes for the presented resolutions in the game menu. Actually the engine does provide all available resolutions of your graphics card. The article [[Q3A Graphics Hack]] describes, how you can use them. These steps also work for most of the other [[Quake 3 Based Games]]. | + | The game engine does offer a rather limited set of graphics resolutions. Especially the wide screen resolutions are only a few. This however, only goes for the presented resolutions in the game menu. Actually the engine does provide all available resolutions of your graphics card. The article [[..: |
+ | ===== ioQuake 3 Config Location ===== | ||
+ | * Server configuration: | ||
+ | * Client configuration: | ||
===== Config Variables (Cvars) ===== | ===== Config Variables (Cvars) ===== | ||
See [[Quake 3 Arena Cvars]]. | See [[Quake 3 Arena Cvars]]. | ||
+ | ===== Commands ===== | ||
+ | See [[Quake 3 Arena Commands]]. | ||
===== Settings That Affect Gameplay Mechanics ===== | ===== Settings That Affect Gameplay Mechanics ===== | ||
Q3 is known to have >> | Q3 is known to have >> | ||
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This value limits your maximum frame rate, at which you computer updates the graphical representation of the game state (read: what you can see on your monitor). It is an integer value, that theoretically can take any number but in practice can only take values of (1000 / //x//), where //x// is an integer number greater than 1. So values such as 500 (//x// = 2) or 125 (//x// = 8) are OK. Values that do not hit these spots will be rounded up (e. g. for '' | This value limits your maximum frame rate, at which you computer updates the graphical representation of the game state (read: what you can see on your monitor). It is an integer value, that theoretically can take any number but in practice can only take values of (1000 / //x//), where //x// is an integer number greater than 1. So values such as 500 (//x// = 2) or 125 (//x// = 8) are OK. Values that do not hit these spots will be rounded up (e. g. for '' | ||
- | Certain values of this [[cvar]] may result in higher jumps or lower jumps. The optimal value is 125. This video explains it in more detail: [[https:// | + | Certain values of this [[..: |
==== rate ==== | ==== rate ==== | ||
This value defines the bytes per second your client will allow to receive at max. It is send to the server and regarded as your upper limit. If the server itself has set a lower limit, it will us its own limit. When nothing is going on on the server (e. g. nobody moves or shoots) this rate must not necessarily be used up entirely. A very common value for this is 25,000. The higher the better for you, unless you reach your downstream capacity. If you set this too high for your downstream, you might experience higher pings, loss and in general a bad experience up to the point where you drop off from the server. | This value defines the bytes per second your client will allow to receive at max. It is send to the server and regarded as your upper limit. If the server itself has set a lower limit, it will us its own limit. When nothing is going on on the server (e. g. nobody moves or shoots) this rate must not necessarily be used up entirely. A very common value for this is 25,000. The higher the better for you, unless you reach your downstream capacity. If you set this too high for your downstream, you might experience higher pings, loss and in general a bad experience up to the point where you drop off from the server. | ||
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* [[https:// | * [[https:// | ||
* [[https:// | * [[https:// | ||
+ | * [[https:// | ||
- | [[games database|Back to the games database]] | + | [[..: |
en/games/quake_3_arena.1648847890.txt.gz · Last modified: 2022-04-01-21-18 by 7saturn