The console | |
Here at QdQ, we attempt to draw a clear line between altering your Quake configurations to suit your style, and altering it to play a different game altogether. |
SummaryHere are the main things we think you shouldn't do. To get a full explanation of how and why they were chosen, and to be sure you don't do anything else illegal by accident, you probably want to read the rest of the page in full too. | ||||||||
Don't use the cheats!
i.e. | GOD , NOTARGET , NOCLIP ,
IMPULSE 9 , IMPULSE 255 , FLY and
GIVE .
Don't change the server-side variables!
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So leave all the | SV_ -variables alone (except
for SV_AIM , which you may set to 1 if you want
to turn auto-aiming off. Don't lower it from 0.93, though.) Also don't
touch EDGEFRICTION , or HOST_FRAMERATE , which
are server-side in all but name.
For QdQ, play on Nightmare!
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You don't want to make us laugh now, do you?
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Anything else is fine
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Probably. Unless we forgot something. Read the whole page
if there's anything you're at all uncertain about.
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| IntroductionOne of the reasons that Quake is such a successful game is the fact that it is so open to modification. id Software made everything about the game as open as they could. One of the ways in which Quake is very open is the extremely powerful commands available from the console. Using these one can change many things about the game. The one drawback of this openness is that it means that it can sometimes be difficult to know how far one can push things before one is technically cheating. Is it legitimate to alter such-and-such a console variable before demonstrating such-and-such a skill? There can be no obvious answers to these questions. But without standards and limitations of some kind, the challenges that the game poses become meaningless.
So since there are no definitive answers from on high, we need to
define some for ourselves. We at Quake done Quick have some fairly
clear ideas about where the line should be drawn. We present them
below, together with the reasons we have chosen them. For the purposes
of Quake done Quick itself, these ideas actually
define what makes a demo alright to use in our
runs. For other purposes they may provide a useful standard from which
deviations can be measured. For example, most contests would probably
take a similar view of what is and what is not permissible for a
player to do when playing that ill-defined concept that is "normal
Quake."
There are two criteria that we follow. One is abstract and somewhat
vague, but is still useful in understanding and guessing what is and
what isn't allowable. The other is a practical standard that can be
used to give some straightforward yes/no answers. We apply it almost
without exception, although things could be interpreted in a different
way in a few circumstances.
Here are the consequences of applying these criteria, plus the odd
clarification where it may not be clear how they should be applied.
All the variables prefixed with
I think every other command that has some effect on the way the game
seems to play is allowable in DeathMatch, and hence it is allowable in
single-play as far as QdQ are concerned. Of course, if I have omitted
something above that does fall foul of our criteria, then it is this
list of consequences that is incorrect, not the criteria
themselves. So don't go looking for loop-holes! If you think something
is unclear, let us all talk about it.
So, in particular, you can alter the client-side variables that start
with the
There is one server variable change that we do think is OK. Setting
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