Helping Fellow Quakers Kill More Efficiently Since 1997-------------------------------------
3 Fingers' Homepage8/24/98 Version 1.13.01 HTML
3 Fingers' Quake 2 Tweak Guide
Now covering CTF and Voodoo II.
Compiled and written by Brett "3 Fingers" Jacobs
Any updates or corrections. Email to:
bjacobs@home.comGo to "edit" then "find" (Ctrl+F) to enter key words for search.
Click Here For quick set-up of the attached Q2Start.bat, Q2V2Start.bat and Autoexec.cfg.
MENU
CLICK HERE TO FIX YOUR HIGH PING & FREEZING GAMEPLAY
CLICK HERE IF YOUR VOODOO 2 WON'T INSTALL CORRECTLY
General Requirements
English Language Version of Windows 95/98 or NT 4.0 with 100% compatible computer system
Pentium 90 MHz processor (133 MHz recommended)
Memory:
Win 95: - 16 MB RAM Required (96 MB recommended)
Win NT 4.0 - 24 MB RAM Required
100% Sound Blaster-compatible sound card
Joystick and mouse-supported (3-button mouse recommended)
Supports LAN and Internet play using the TCP/IP protocol
Minimum Install Additional Requirements (Play from CD-ROM)
Quad-Speed CD-ROM drive (600k/sec. sustained transfer rate)
Hard disk drive with at least 25 MB of uncompressed space available
Normal Install Additional Requirements (Play from Hard Disk)
Quad-Speed CD-ROM drive (600k/sec. sustained transfer rate)
Hard disk drive with at least 250 MB of uncompressed space available
Maximum Install Additional Requirements (Play from Hard Disk)
Dual-Speed CD-ROM drive (300k/sec. sustained transfer rate)
Hard disk drive with at least 400 MB of uncompressed space available
GLQuake II Additional Requirements
V2x00 Based 3D Video Card. 24 MB RAM for all operating systems (96MB for best gameplay)
PCI 2.1 Compliant Mother Board And Available Slot For 3D Video Card.
Voodoo II ,Voodoo Banshee, Voodoo Graphics, Voodoo Rush, Riva 128/TNT , PCX2, Intel i740, Matrox G200 or Rendition
VERY IMPORTANT INFORMATION ABOUT INSTALLING QUAKE 2 ON YOUR COMPUTER.
VERY IMPORTANT:
DO NOT install Quake 2 over the Q2test. This will cause many problems. If you did install Quake 2 over the Q2Test. Delete your Quake2 folder and reinstall Quake 2. The Q2Test was the first beta release of Quake 2. It was a 3 level demo.
You can always find the latest Voodoo 1 and 2 drivers at this link on the 3DFX webpage
.http://www.3dfx.com/download/download.html
STOP FILE CONFLICTS
Go to "start/find files or folders" and do a search for this file: "Fxmemmap.vxd". Delete
every copy you have except the one in the "windows/system" folder. The reason for doing this is the correct version of the Fxmemmap.vxd will be in the windows/system folder as your 3DFX video drivers or Glide will install the latest version of the Fxmemmap.vxd to the windows/system folder. Some of the older programs would install this file to the windows folder. If there is an older version in the windows folder, Win95 may find this version first and try to use it and not detect the new version in the windows/system folder. This can cause errors.SETTING THE COLOR PALETTE:
Before attempting to run Quake 2 in the 3DFX Open GL Mode, you must set your color palette to: "16bit" To set: Go to "control panel", then "display", then "settings" tab. Change the color palette to "16bit", hit "apply", then "OK" and restart.
INSTRUCTIONS FOR THE INCLUDED
Q2START.BAT AND AUTOEXEC.CFGIf you are using a 3dfx Voodoo Graphics card like an Orchid, Monster or Pure 3d. Use my included batch file (Q2Start.bat) and autoexec.cfg to get the best performance. (voodoo rush users cannot use the Q2start.bat file)
Voodoo II owners use the included Q2V2Start.bat and see the notes below for Voodoo II. Note for Voodoo 1 and 2: After installing the autoexec.cfg, you should lower your brightness slider in the Quake2 video options menu 1 or 2 notches.VOODOO 1 USERS:
Note: Pure3D users adjust the screenrefresh, Gamma (brightness) and Clock Mhz speed from your Pure3D control panel/display tab.
Put the autoexec.cfg in the quake2/baseq2 folder with the config.cfg that is already there. If you are using CTF, put a copy of the autoexec.cfg in the Quake2/ctf folder in addition to a copy in the Quake2/baseq2 folder. If you use LMCTF then put a copy in the quake2/lmctf folder as well. Put the Q2start.bat in your Quake2 folder and double click the Q2start.bat to start the game. You can make a short cut on your desktop by right clicking on the Q2Start.bat file and select "create shortcut". Then drag the shortcut to your desktop.
See possible batch file error message fixes later in this document. The 3 most common errors are "OUT OF ENVIRONMENT SPACE", "GRAY SCREEN OR KICKED BACK TO DESKTOP WHEN EXECUTING Q2START.BAT". They are easily fixed.
VOODOO II USERS:
If you are using one of the new Voodoo II video cards,
use the included Q2V2Start.bat as the environment commands for the new Voodoo II are different from the Voodoo I. You should use the included autoexec.cfg but change/add the below lines to look like this in the autoexec.cfg:set gl_swapinterval "1"
set gl_triplebuffer "1"
* Then to disable v sync see below instructions
Put the autoexec.cfg in the quake2/baseq2 folder with the config.cfg that is already there. If you are using CTF, put a copy of the autoexec.cfg in the Quake2/ctf folder in addition to a copy in the Quake2/baseq2 folder. If you use LMCTF then put a copy in the quake2/lmctf folder as well. Put the Q2V2Start.bat in your Quake2 folder and double click the Q2V2Start.bat to start the game. You can make a short cut on your desktop by right clicking on the Q2V2Start.bat file and select "create shortcut". Then drag the shortcut to your desktop
. See possible batch file error message fixes later in this document. The 3 most common errors are "OUT OF ENVIRONMENT SPACE", "GRAY SCREEN OR KICKED BACK TO DESKTOP WHEN EXECUTING Q2START.BAT". They are easily fixed.For a huge increase in performance you can go to your Voodoo II control panel (control panel/display/voodoo II/advanced) and place a check mark in the "Don't synch buffer swaps to monitor refresh rate for glide" and hit "OK" . You will see a 20-30% increase in frame rate at the cost of some very slight tearing. The slight tearing will look like there are very faint folds in the screen image sometimes. This does not bother me at all, but some people just don't like it. If you don't like the tearing associated with not waiting for Vsync, increase your monitor vertical refresh rate. For example, to set the refresh rate for 75Hz @ 640x480 right click on desktop to bring up display properties and click on the 3Dfx Voodoo2 Tab. Make sure you select "glide" in the drop down box above the resolution slider bar and use the Refresh Rate bar under the Resolution bar in the lower left to set the desired frequency. Note that for every setting on the Resolution bar, there is a corresponding refresh rate setting, so please make note as to which resolution you are setting to the desired refresh rate. You can also enable triple buffering. This will allow your FPS to go as high as your monitor refresh rate w/o tearing. See
Voodoo II FAQ at the end of this document for instructions.For a definition of the function of disabling V synch see the SET FX_GLIDE_SWAPINTERVAL=0 under "Batch File Command Variables".
If for some reason you want to use the "SST" environment variables for your Voodoo II, they are changed to have "V2". So all the "SET SST" variables are now "SET SSTV2". The "SET FX" variables are unchanged from the Voodoo 1. Also the default clock speed of the Voodoo II is 90MHz vs. 50 MHz on the Voodoo I. See Batch File Command Variables section for Voodoo II overclocking instructions.
VOODOO II SLI MODE (2 Voodoo II cards required)
This is nothing more than that every odd line of the image is rendered by one Voodoo 2, and the every even line is rendered by the other Voodoo 2 card. This doubles the frame buffer memory and allows resolutions up to 1024x768. If you plan on purchasing (2) Voodoo II video cards to run in SLI Mode, the 2 cards must be the exact same Voodoo II cards from the same manufacturer. Example: (2) Creative Labs Voodoo II 12mb or (2) Monster Voodoo II 8MB video cards. SLI Mode enables Voodoo II users to run video resolution modes up to 1024x768.
A single Voodoo II can only run a video resolution mode of up to 800x600. If you are having problems running any video modes in SLI, set your color palette to "16 bit" in the control panel/display/settings and get the latest mini gl from my page.In the options menu of Gamespy under the gameplay tab, type "Q2start.bat" or "Q2V2Start.bat" in the Quake2 command line box. Don't put the quotes (""). Then hit "OK" Make sure your "Quake 2 working folder" is correct. Gamespy released Version 2.01 on 7/04/98. You should be using the latest version of Gamespy for Quake 2 Multiplayer. Get it here:
http://www.gamespy.com/NOTE: Gamespy may (depending on the version) automatically place this line in the command line box under the "gameplay" tab:
"+set cddir e:\install\data +set basedir c:\QUAKE2"
You can't have "Q2Start.bat" or "Q2V2Start.bat" and "+set cddir e:\install\data +set basedir c:\QUAKE2" both in the command line box. Only type "Q2start.bat" or "Q2V2Start.bat" in the command line box and delete the rest. If you find you need the "+set cddir e:\install\data +set basedir c:\QUAKE2" because Quake2 can't locate the CD-ROM or your Quake 2 folder, add it to your Q2start.bat or Q2V2Start.bat command line. So your command line in the "Q2start.bat" or "Q2V2Start.bat" would look like this:
quake2.exe +set cddir e:\install\data +set basedir c:\QUAKE2 %1 %2 %3 %4 %5 %6 %7 %8 %9
*This example sets the CD-ROM directory as "E drive" and the Quake2 directory as c:\QUAKE2
Additional Note: Gamespy 2.0 beta 2 seems to have a problem when the batch file name is placed in the Quake2 Gamespy command line box. If you experience this, then copy the command line from the Q2Start.bat or Q2V2Start.bat to the Gamespy Quake2 command line box. It should look like this:
quake2.exe +set in_initjoy 0
SETTING THE VIDEO OPTIONS FOR VOODOO 1 & 2
In the video menu of Quake2, select the "3dfx opengl", select 640x480, turn ON 8bit textures by putting (yes) next to it. Select "NO" next to Full Screen and put the texture quality slider all the way to the right and select and hit <enter>. If your
text messages are being cut off at the top of the screen select "YES" next to Full Screen in the Quake 2 video options menu.BRIGHTNESS
The Quake 2 brightness slider MAY not work in the 3fdx opengl mode. It depends on which 3DFX card you are using. If the Quake 2 or 3DFX card's control panel brightness slider has no effect on brightness. You must adjust brightness in your batch file (Q2Start.bat) with the: SET SST_GAMMA=(1 to 2.5 in .1 increments).
This line SET SST_VIDEO_24BPP=1 also has to be in the batch file for gamma to work on some Voodoo 1 cards. Don't use it if you don't have to. If you have a Pure3D, adjust the gamma from the Pure3d control panel/display tab. Voodoo II users adjust brightness from the Quake 2 video options menu.
NOTE: I have been getting reports that with Quake 2, if you set the gamma variable to high or put the brightness slider to high, it may cause color problems. Lower the gamma variable or back the slider off a notch or 2 if your image appears to have any
color problems like purple or funky colors, green film or the color palette looks like 16 or 256 color.You have a choice of low quality sound (11khz) or high quality sound (22khz). Selecting low quality sound in the options menu will give you 1 or 2 fps more. High quality sound is recommended only for systems with 64MB or more. Serious Net Players should always use LOW sound quality for maximum FPS.
HANGING UP BETWEEN LEVEL CHANGES IN MULTIPLAYER:
Something that has shown to help with some 3dfx problems is to set "cl_maxfps 31", which will keep the console between level changes from rendering too fast, which has caused some cards to hang the system. This will cap your maximum framerate at 31FPS. If you think this is a bad thing to cap the frame rate at 31FPS. It's not. All Quake World versions capped the maximum FPS at 30FPS until the latest version QW2.10, which has an adjustable max fps cap like Quake 2. For a more detailed explanation, see
cl_maxfps later in this document.GARBLED SOUND
If you are experiencing garbled sound go to the Quake 2 OPTIONS menu. Under "Sound Compatibility" select "Max Compatibility". If your sound still stutters sometimes add this line to your autoexec.cfg:
set s_mixahead ".14"
*the above setting is in the included autoexec.cfg
ftp://ftp.idsoftware.com/idstuff/quake2/q2-317-x86.exe
(get this if you are upgrading from 3.15)
ftp://ftp.idsoftware.com/idstuff/quake2/q2-317-x86-full.exe
(this is the full upgrade for versions prior to 3.15)
ftp://ftp.idsoftware.com/idstuff/quake2/q2-317-x86-full-ctf.exe
(same as full upgrade but includes Zoid's CTF 1.02)
Note: For Multi-player, all players and servers must be using the 3.17 update. In other words, if a server is using 3.17, you must have 3.17 to connect to that server. If you upgrade you will lose all your saved games.
3DFX MINI GL UPDATE (3/23/98)
*comes with version Quake2 3.15 and upThe new minigl supports triple buffering and gives a slight boost in performance. All Voodoo 1 and Voodoo II users should install this mini gl for the best performance. If you did not select "install the mini gl" during the upgrade to 3.15 and up, you won't have this mini gl. Replace the 3dfxgl.dll in the Quake 2 folder with the new file if there is any doubt.
http://www.3dfx.com/software/download_glqdrv.html
Currently the Mini Gl that comes with Quake 2 will outperform the 3DFX Beta Open GL. There is no need to install this Beta Open GL. The Beta Open GL is designed for game developers using the Open GL format and in it's current form is not intended for end users of Quake2. If you just want to experiment with it, you can get it here:
http://www.3dfx.com/download/download.html
To use the Beta Open GL driver with Quake2:
ID Software and David "Zoid" Kirch released on 2/19/98 the long awaited Quake 2 CTF 2. You must have the
Quake 2 3.14 update or higher to use CTF II 1.02. Several updates have been released, so check this site to make sure you have the latest version.http://www.idsoftware.com/hot/index.html
CTF GAME SWITCH AND AUTOEXEC.CFG
Once CTF is installed you must add a game switch (+set game ctf) to your
"Q2Start.bat" or "Q2V2Start.bat" file command line as in the example below and place a copy of your autoexec.cfg in the quake2/ctf folder:quake2.exe +set game ctf +set in_initjoy 0 %1 %2 %3 %4 %5 %6 %7 %8 %9
You must have a copy of your autoexec.cfg in the CTF folder as well as the baseq2 folder. With this setup you can customize your CTF autoexec.cfg for your CTF games and customize your baseq2 autoexec.cfg for your single player games. You should put any binds, commands and aliases in your autoexec.cfg if you want them to be saved for the next game. If you put commands, binds and aliases in your config.cfg or type them at the console, Quake 2 will delete them the next time you start a game. Whatever you place in your autoexec.cfg will be loaded automatically each time you start a game. Virtually every option you have in your Quake 2 options menu can be placed in your autoexec.cfg with a command. For example: If you set all the Quake 2 options in your autoexec.cfg with commands and you went to the Quake2 options menu and changed all settings, when you start a new game the autoexec.cfg will change all the options back to the settings in the autoexec.cfg
For your single player games, make a copy of your "Q2Start.bat" or "Q2V2Start.bat" without the " +set game ctf " in the command line and rename the single player batch file something else. Place this single player batch file in the Quake2 folder and right click to make a shortcut and drag it to your desktop. Use this to start your single player games.
FIX FOR CTF SKINS
The first time I played Quake 2 CTF 2 I was in horror at the lack of ability I had to tell the difference between the red and blue team. It was only at close distance that I could really see which team the player was on. So I searched net and found these CTF skins and renamed the files so they would work with the new Quake 2 CTF II. Here is the URL to a screenshot of the male (red) and female (blue) player skin. If you like them, full easy instructions are included if you decide to download them. Skin file is only 110kb. These will work on any Quake 2 CTF2 server you play on.
http://www.voodooextreme.com/3Fingers/3fingersSkins.htmCRACK WHORE SKINS
Paul Steed over at ID Software has released his "Crack Whore Skins" for Quake 2. This babe is hot. I'm in Luv. (: The Crack Whore will be listed in the "player setup models". Unzip to the quake2/baseq2/players/crakhor folder.
We have the file up on our page. http://www.voodooextreme.com/3Fingers/EXXTREME PAK
This is about the
best single mod I have ever seen for Quake 2. My bud Richard Celeste took all of the coolest Quake 2 stuff on the planet and put it all in one Pak file (3.6mb). The Pak file contains new Hi Visibility CTF Skins, Crack Whore CTF Skins and sounds, Cyborg CTF Skins, Viewable Weapons, new cross hairs, new sounds for weapons that are killer and about 15 more things that I can't remember right now. But trust me. GET THIS MOD RIGHT NOW. Just put a copy of the pak9.pak file in both the Quake2/baseq2 and Quake2/CTF folders and you are set. Don't worry about renumbering the pak file. Quake 2 allows non-sequential pak file numbers.http://exxtreme.warzone.com/mod/ctfmodpak.zip (with new sounds)
http://exxtreme.warzone.com/mod/nosndpak.zip (without new sounds)
CTF TEAM ASSIGNMENT
When connecting to a server you can choose your team by typing at the console after connecting:
team red
team blue
You can bind these to a key by placing the below in your CTF Folder autoexec.cfg
bind "F11" "team red"
bind "F12" "team blue"
Its best to hit "F1" prior to selecting your team so you can view which team needs players. If you ever want to change teams later just type "team red or blue" or hit one of the above binds.
say_team
This is the command so you may bind keys to talk to your teammates only. The enemy will not see these team talk messages. See below example of a team bind. Put the below in your CTF autoexec.cfg
bind "b" "say_team I need help at base now!!!"
If you want to make messages that all players (enemy and your team) will see, use the "say" command as below:
bind "d" "say Prepare to be slapped silly!!!!"
messagemode2
When bound to a key you will be able to type out messages to your teammates only. The enemy won't see these messages. This works just like your "t" key but for your teammates only. Bind to a key as in the below example:
bind "y" "messagemode2"
GIVE TEAMMATES VALUABLE INFORMATION (ctf only)
%w prints your weapon
%l prints your location
%h prints your health
%a prints your armor
%t prints your tech
%n prints who you are looking at
The above commands can only be used with the "say " and "say_team" commands. They will not work from the console. You can use them like this:
bind "a " "say_team I'm kicking some asses %l"
When you press "a" your team will see this on the screen:
(3 Fingers): I'm kicking some asses near the red flag
Or you could put several of them in a bind like this:
bind "f" "say_team I'm attacking enemy base. %w %1 %t"
When you press "f" your team will see on the screen:
(3 Fingers): I'm attacking enemy base. blaster, near blue rail gun, power amplifier
CTF GRAPPLE HOOK
The command to use the grapple in Zoid's CTF II is: "use grapple"
I have the below alias in my autoexec.cfg to select the grapple and fire it with one press of a key:
bind "g" "+hook"
alias +hook "use grapple;wait;+attack"
alias -hook "-attack"
*Substitute "g" for whatever key you wish to bind it to. There seems to be a problem with the grapple hook wave file being played over and over. When this happens just fire your hook again and the noise will stop.
DROPPING YOUR CTF "TECH" (runes to us old timers)
In Zoid's CTF there are 4 "Techs". You will see them at random positions through out a level.
If a player has the 2X Damage TECH and has Quad, he has 8X damage power. Ouchie!!! Stay away from him. An excellent strategy in CTF is to let the players with TECHS defend the base. That way if a player dies with a TECH, the tech will be in your base to hopefully be picked up by your teammates. If the enemy defense gets the 2X Damage TECH and 2X Firing Speed TECH it will be nearly impossible to get into their base unless you have Quad. TECHS win the game with experienced player. I always drop my tech in my base if I'm going on a attack.
The command "drop tech" at the console will cause you to drop the tech you are currently carrying, to pass it to a teammate or to pick up another one. You cannot pick up the tech that you have just dropped. You could also bind this to a key as below:
bind "r" "drop tech"
BEST WEAPON BIND
Below is an example of a Best Weapon bind I use in Multiplayer DM and CTF. I have the below in my autoexec.cfg:
bind "DEL" "use Blaster;use Shotgun;use Super Shotgun;use Machinegun;use Chaingun;use HyperBlaster"
By hitting the "DEL" key it will select the best weapon which you have of the weapons listed in the above bind. Blaster being the worst and Hyperblaster being the best. This is just an example, set it up however you want. Be careful as all weapons are case sensitive. Check your config.cfg in the quake2/baseq2 folder for the correct caps for all weapons. A maximum of 6 weapons are allowed in this bind. If you have anymore than 6, it will miss one of the weapons.
CTF Player ID
(new in version CTF 1.02)Type "id" in the console to turn it on. Then whoever you are looking at will be displayed on the HUD. The display is <name>\<model>/<skin>. This must be typed at the beginning of each level or you could bind it to a key as below:
bind "a" "id"
BATCH FILE ERROR MESSAGES
"OUT OF ENVIRONMENT SPACE" ERROR MESSAGE WHEN EXECUTING Q2START.BAT FILE:
Anything you put in your Quake2 batch file or autoexec.bat starting with the "SET " statement is a variable. There's only a finite amount of space available for these variables in DOS called Environment Space. You can make this space larger by adding this line to your C:\CONFIG.SYS file:
For Win95:
shell=c:\command.com /e:512 /p
For Win98:
Shell=Command.com /p /e:4096
Open the "config.sys" file (its on your C drive) with your notepad to add the line, after adding the line, click "file" and "save". Then restart the computer for the new setting to take effect.
If you need more space in the future for Win95, increase the number from 512 to 1024
GRAY SCREEN OR BLANK SCREEN WHEN EXECUTING Q2START.BAT OR Q2V2START.BAT
*If you have a shortcut to the "Q2Start.bat" or "Q2V2Start.bat" file, then delete it prior to performing the below steps. Then create your shortcut again after you finish. It will not create the MSDOS .pif file in the Quake2 folder if you have a short cut to the batch file at the time you perform the below steps.
If when executing your "Q2Start.bat" or "Q2V2Start.bat" file you get a gray screen or you are kicked back to the desk top and the "Q2Start.BAT" or "Q2V2Start.bat" MS Dos window is there. Or if Quake 2 gives a blank screen on exit. Try this:
1. Right click on your "Q2Start.bat" or "Q2V2Start.bat" file in your Quake 2 folder and select properties.
2. Select "program" tab.
3. In the space next to "run", select "minimized".
4. Put a check next to "close on exit".
5. Hit "apply" then "OK"
* If you ever move the "Q2start.bat" or "Q2V2Start.bat" to another folder you will have to repeat the above.
If the above does not fix the gray screen or you still get kicked back to your desktop. Perform the below in addition to the above steps.
1. Right click on your "Q2Start.bat' or "Q2V2Start.bat" file in your Quake2 folder and select properties.
2. Select "program" tab.
3. Hit the "advanced button" and uncheck all the boxes then hit "OK" all the way out.
If at anytime you cannot get the "Q2start.bat" or "Q2V2Start.bat" to function properly, you can just put the below in your Gamespy command line box and forget about using the batch file. This should be as a last resort as Voodoo 1 users will suffer a performance loss by not using the batch file.:
quake2.exe +set in_initjoy 0
"ACCESS DENIED" ERROR WHEN EXECUTING BATCH FILE
DOS won't accept a command line longer than 127 characters. This error is caused by having empty space at the end of the command line which is represented as characters. Delete all the empty space at the end of the command line and then copy the little black block from the end of the command line in your old q95.bat file in the Quake folder or the included Q2Start.Bat to the end of the command line in your Quake2 Batch file. This little black block tells DOS that it is the end of the command line. The included "Q2Start.bat "and "Q2V2Start.bat" have the little black block at the end of the command line.
QUAKE2 WON'T RECOGNIZE CD IN CD ROM DRIVE
If your Quake2 Game tells you must have the Quake 2 CD in the drive to play and you have the CD in the drive. Add the below to your "Q2Start.Bat' or "Q2V2Start.bat" command line. This example sets the CD-ROM directory as "E drive" and the Quake2 directory as c:\QUAKE2
+set cddir e:\install\data +set basedir c:\QUAKE2
So your command line would look like this:
quake2.exe +set cddir e:\install\data +set basedir c:\QUAKE2 %1 %2 %3 %4 %5 %6 %7 %8 %9
You can have Quake2 start in any available video mode by adding the below to the "Q2Start.bat" or "Q2V2Start.bat" command line. Some of the video modes won't hold the settings for the next game. So put it in the command line of the "Q2Start.bat "or "Q2V2Start.bat" file. Example Below for 512x384 (+set gl_mode 2)
Example:quake2.exe +set gl_mode 2 %1 %2 %3 %4 %5 %6 %7 %8 %9
Or you can put it in the autoexec.cfg like this: set gl_mode 2
Mode Resolution
0- 320x240
1- 400x300
2- 512x384 *you may not be able to run 512x384 if your 2D video card does not support it. Requires 75Hz or higher refresh rate.
3- 640x480 *highest supported by Voodoo 1 and single 6MB Voodoo II
4- 800x600 *highest supported by a single Voodoo II 8MB or 12MB
5- 960x720 *supported by (2) Voodoo II cards run in SLI mode
6- 1024x768 *highest supported by (2) Voodoo II cards run in SLI mode 8MB or 12MB
7- 1152x864
8- 1280x960
9- 1600x1200
*
If you are having problems running any video modes in SLI or otherwise, set your color palette to "16 bit" in the control panel/display/settings tab. Also if you monitor image is not centered, then use your screen adjustment buttons on the front of your monitor. You will have to adjust it for each resolution mode only once and it will remember the settings.Note: The Voodoo 1 won't run in the GL Mode at any higher video resolution modes than 640x480 as they don't have the frame buffer memory to handle it.
AUTOEXEC.CFG SETTINGS
*open the autoexec.cfg with your notepad to change or add settings. If your autoexec.cfg is not being displayed in the quake2.baseq2 folder. Open windows explorer and click on "view" then "options" then check "show all files" and hit "OK".
When entering these commands at the console it is not necessary to type "set". But when placed in the autoexec.cfg or command line the "set" should be used.
Examples:
Example Autoexec.cfg:
set cl_particles "1"
Example Command Line:
quake2.exe +set cl_particles 1 %1 %2 %3 %4 %5 %6 %7 %8 %9
Example Typed At Console:
cl_particles 1
WEAPON POSITIONING
You can move the weapon position around on the screen with the gun x,y,z values. Try settings between "-10" and "10". You will notice the weapon is closer to your players body with my autoexec.cfg settings. This gives a slight boost in FPS as drawing more of the weapon on the screen takes some horsepower. If you want to set the gun position to the defaults use the below values:
set gun_z "0"
This value holds the vertical position of the gun model. A negative number will bring the gun upward. A positive number will bring the gun downward.
set gun_x "0"
This value controls the left/right position of the gun model. A negative number will move the gun left. A positive number will move right.
set gun_y "0"
This will set the distance of the gun model. A negative number will bring the gun closer. A positive number will move it away.
Note: when you sign onto a multi-player server. Your weapon will appear with the default "0" settings as the server won't allow changes to the gun_x,y,z variables. Changes to the gun x,y,x variables only work in Single Player.
LEFT HANDED/CENTER FIRE/RIGHT HANDED WEAPON
set hand "0" Gives right handed weapon. (default)
set hand "1" Gives left handed weapon.
set hand "2" Gives projectiles firing from center of screen, but no weapon is drawn on the screen. This setting will give a 2-3 FPS boost on the timedemo test because it does not have to draw the weapon model on the screen. A weapon Icon will appear in the middle to tell you which weapon you have selected.
Currently there is no way to make the weapon appear with the hand 2 setting. These "hand" settings CAN be used in Multiplayer.
set cl_gun
Default: 1
Values: 0/1
Description: Setting this to "0" will disable the view of the player's gun regardless of the "HAND" setting. Not drawing the weapon on your screen will give a few FPS boost.
weapprev
Default: none
Values: Command
This command will bring up the previous available weapon that the player carries in reverse cycle. You could bind this to a key by placing the below bind the autoexec.cfg:
bind p "weapprev"
weaplast
Default: none
Values: command
This command will bring up the last weapon that the player had selected.
TURN OFF ROCKET AND GRENADE SMOKE TRAILS
set cl_particles
0/1 (default 1)0 turns off all particles that are drawn on the screen. What this means is, you won't see blood splatter from players, smoke trails and sparks when you fire rockets etc. This setting gives quite a boost in FPS during Multi-player battles. The drawback to this setting is the railgun's blue coil projectile won't be drawn on the screen. It will still kill someone, you just won't see the blue coil.
I use the below alias in my autoexec.cfg as a 1-button toggle to turn particles on and off.
bind "INS" "smoke1"
alias "smoke1" "cl_particles 0;echo PARTICLES OFF...;wait;bind INS smoke2"
alias "smoke2" "cl_particles 1;echo PARTICLES ON....;wait;bind INS smoke1"
DYNAMIC COLORED LIGHTING
set gl_dynamic
Default: 1
Values:0/1
0 turns off all dynamic lighting except the flash from weapons for a big FPS boost in Multi-player. The only drawback to this is you won't see areas light up when a rocket or grenade explodes or areas light up from the in-flight projectile.
The included autoexec.cfg has dynamic lighting turned off for maximum FPS. Having dynamic lighting turned off can boost your FPS almost double in multiplayer battles when there are several players all firing within your field of view in a large room. I use the below alias in my autoexec.cfg as a 1 button toggle to turn dynamic lighting on and off.bind "HOME" "light1"
alias "light1" "gl_dynamic 0;echo LIGHTING OFF...;wait;bind HOME light2"
alias "light2" "gl_dynamic 1;echo LIGHTING ON....;wait;bind HOME light1"
set cl_lights
Default: 1
Values:0/1
This also toggles the display of dynamic lighting. It performs the same function as gl_dynamic, but in addition will cancel the flash from weapons (yours and the enemies). Using cl_lights 0 will give a slight boost in FPS over using gl_dynamic 0 as the flash from weapons create a small amount of dynamic lighting. To clarify: gl_dynamic 0 cancels all dynamic lighting EXCEPT the flash from weapons. cl_lights 0 cancels all dynamic lighting including the flash from weapons. I prefer using gl_dynamic 0 as the flash from weapons helps to identify the location of the enemy.
set intensity
Default: 2.0
Values:0-10 in decimal. Examples: 2.5 or 2.9 or 3.0 etc.
This adjusts the brightness of the open gl display. By setting the intensity to 3 or 4 the Quake 2 world will be much brighter. Using a setting of 5 will eliminate most of the dark corners. Using settings higher than 5 will make the Quake 2 world so bright it will make most of the textures look muddy. If entered at the console you must issue a vid_restart for the setting to take effect.
set gl_modulate
Default: 1
Value: Decimal. Adjustable in .1 increments from 0.0 to 5.0
With the default value of 1.0 you will have dark areas and shadowed areas which you may not be able to see an enemy lurking in wait to ambush you. As you raise the value higher, the darkness will decrease and be replaced by lighting. Setting the value to "2.5" is in my opinion, the best compromise to allow you to see any enemy that may be hiding in dark areas, and still have the feel of realistic lighting. Setting the value to "5.0" will remove ALL darkness and shadows and make all areas equally bright. As an added bonus, raising the value higher than the default will give the enemy and any pickup items an internal glow that can be seen much easier.
The gl_modulate command is best used in your autoexec.cfg. If it is entered at the console, it must be followed by a "vid_restart" command. So if you decide that the value of "2.5" suits your preferences, then you would add the below line to your Quake2 autoexec.cfg:
set gl_modulate "2.5"
Note: After raising the gl_modulate value you should lower your brightness slider in the Quake2 video options menu 1 or 2 notches.
set vid_gamma
This is the overall brightness and is the same as adjusting the brightness slider in the Quake2 video options menu.
Adjustable in .1 increments from .5 to 1.3
Minimum brightness is a setting of 1.3 and will position the brightness slider in the extreme left (darkest position) .5 will position the brightness slider in the extreme right position (brightest position). If entered at the console, a "vid_restart" must be issued.
set gl_shadows
Default: 0
values: 0/1
1 will turn on shadows under rotating weapons, projectiles etc., but will take a big performance hit. It will reduce your framerate 10% or more enabling shadows. Also the shadows are not at all realistic and can cause buggy operation on some systems, especially NT.
(This fixes messages that are cut off at the top of the screen)Default: 1
Values: 0/1
When this is set to "0", the display will be changed from fullscreen to windowed mode. Same as selecting "NO" under the Quake2 video options for "Fullscreen". Some people have reported that their
text messages are cut off at the top of the screen when not using the fullscreen mode. If your messages are cut-off at the top of the screen use "1" or select "YES" next to fullscreen in the Quake2 video options menu. Using the windowed mode "0" is helpful on some systems that have problems with the desktop resolution changing or desktop icons changing size after the termination of a 3DFX game.TO DISABLE 8 BIT TEXTURES
set gl_ext_palettedtexture [0/1]
0 is a higher quality image and will take a hit in FPS.
1 is 8 bit textures and will give better performance.
There is really not that much difference in the image quality between the two settings. I recommend using "1" (8 bit) for multi-player games. Disabling 8 bit textures in the video option menu won't hold the setting the next time you start the game. So put the command in your autoexec.cfg if you want to keep the setting for each game.
TEXTURE QUALITY
set gl_picmip "0" (default) is the highest texture quality and the same as setting the texture quality slider in video options all the way to the right. If you adjust the slider to a lower texture quality the setting won't hold the next time you start the game. If for some strange reason you want to lower the texture quality and keep the setting each time you start the game. You can use: "set gl_picmip 0/1/2/3/4" in your autoexec.cfg. "4" is the lowest quality. Selecting lower quality textures will turn off the transparent water surface effect on the maps that have transparent water surface. Not all the maps have the transparent water surface.
vid_restart
Default: none
Values: Command
Description:
This command will reinitialize the video system. This is required to change most of the video settings if they are entered at the console. Type it at the console and hit <enter>.set cl_stereo
Default: 0
Values: 0/1
Setting this to "1" will enable the stereoscopic mode for 3D glasses.
set gl_bitdepth
Default: 0
Values: 0/1
Setting this to "1" may help some users that experience problems trying to run their desktop color palette higher than "16 bit High Color". A setting of "1" will prevent Quake2 from running full screen.
set gl_round_down
Default: 1
Values: 0/1
By default, texture dimensions that are not a power of two will be converted to the next smaller power of two to comply with OpenGL. Setting this to "0" will convert these texture dimensions to the next larger power of two. This effects mostly monster skin textures and pick up items and will make these items appear slightly more in-focus with the cost of performance. This setting does not affect multiplayer skins but does affect multi-player pick up items.
set cl_noskins
Default: 0
Values: 0 - 2
Changing this setting to "1" will disable multiple player skins. This may be helpful for 3D graphics cards with limited texture memory, as each different skin is stored in memory during multi-player gameplay. Setting this to "2" will show only the skins that are available in the Quake2\baseq2\players\ directory and will not transfer new skins from the server.
set gl_playermip
Default: 0
Values: 0/1/2/3/4
*included autoexec.cfg has gl_playermip set to "2"
This variable drops the resolution of each player's texture to save on total texture memory. The player's skin will be blurrier with higher values. Important variable for cards with only 2 MB of texture memory in multiplayer games. This setting has no effect on monster skins. Setting this to "0" or "1" on video cards with only 2mb of texture memory (Orchid R3D or Monster 3D etc.) can cause some buggy wierd texture effects or game crashing. Pure 3D owners can use any gl_playermip setting without fear, as the Pure3D has 4mb of texture memory. If you are a Voodoo1 user and serious about your multiplayer game I would use gl_playermip 2 regardless of your texture memory. Voodoo II users can use any playermip setting w/o a loss in performance.
set gl_ztrick
Default: 0
Values 0/1
set gl_ztrick 1 avoids clearing the z buffer at the expense of half the precision and will give a few FPS boost in speed. You may occasionally see some things poking through where they shouldn't with this enabled.
set gl_ztrick 1 will make the selected player skin flicker in the multiplayer set-up options screen. But this is the only drawback I have seen in using set gl_ztrick 1. The included autoexec.cfg has gl_ztrick set to "1"* gl_ztrick 0 will cost you a few FPS
set gl_finish
This can be set in the Quake2 video options menu under "sync every frame". "No" is "0" and "Yes" is "1".
Default: 0
Values: 0/1
If your 3D hardware is having problems displaying the images properly on time, set this to "1". By default the game is not sending out finish calls to the GL driver which may result in problems for some systems. Using gl_finish 1 is not normally needed on any Voodoo cards.
THE BELOW GL_ TEXTUREMODE SETTINGS
determines the OpenGL texture filters.set gl_texturemode GL_NEAREST (looks almost like dos quake)
set gl_texturemode GL_NEAREST_MIPMAP_NEAREST
set gl_texturemode GL_LINEAR
set gl_texturemode GL_LINEAR_MIPMAP_NEAREST (Default)
set gl_texturemode GL_LINEAR_MIPMAP_LINEAR -This texturemode can be enabled on Voodoo II video cards. (Not for Pure3D, Orchid or Monster Voodoo 1 cards)
These above five levels of texturemodes sets the picture quality from almost raw DOS-quake picture quality to the default Quake 2 quality. The last (5th) can only be used/seen on very high-end 3D hardware (NOT Monster3D/Righteous3D/Pure3D). If you think the 3D card is softening the picture too much, then try a lower texture quality - it might also improve speed. This setting goes in your autoexec.cfg
set gl_flashblend
Default: 0
Values: 0/1
There are a few objects that emit light from the object itself. By default, this light affects the lighting upon the other entities and walls around it. If this becomes a speed problem, you can set this to "1" to have the game create a glowing ball around the object instead of affecting other surfaces. This flashball halo is very annoying and blocks out your view during battle. If you have dynamic lighting turned off, you will not see a boost in FPS by using gl_flashblend 1.
set gl_polyblend
Default: 1
Values: 0/1
"0 " turns off palette shifting.. This means your screen color doesn't change underwater or when you have quad or take damage etc..(water will be crystal clear when your in it.) Setting of "0" gives a few extra FPS. Set it to '1" and everything looks normal. (water will be cloudy when your in it, and your screen will change color when your being shot, get quad, and pentagram).
set gl_ext_swapinterval
Default: 1
Values: 0/1
Setting this to "0" will disable the use of the
gl_swapinterval command upon the next vid_restart.You must have this set to "1" to use the below set gl_swapinterval.set gl_swapinterval
Default: 1
Values: 0/1
This is the time delay between frame swaps so long as
gl_ext_swapinterval is enabled. For fastest performance, set this to "0", but tearing may result. Using "0" is the same as SET FX_GLIDE_SWAPINTERVAL=0 in your batch file or checking the box "Don't synch buffer swaps to monitor refresh rate for glide" in your Voodoo II control panel. *included autoexec.cfg has this set to "0"Type:
OperationDescription:
Load up all the necessary information before entering a map.Note:
This is an internal command used to load up all the necessary models, sounds, sprites, and images before starting a level. This command is send by the server to the client right before the server is ready to accept the client into the game. This command checks what level the server is running, and using that information compiles a list of all necessary games files that should be loaded up for that specific map, and loads them.
Tweak your Quake II Internet Connection (From Redwood's)
Something you can do with Quake 2 on the Internet is tweak your connection a bit, like QuakeWorld. You can adjust the rate and also get a network graph. The only thing missing is pushlatency unfortunately. Modem players may want to adjust their rate down from the default of 25000. To change your rate, go to the console while connected to the server and type: rate xxxx where xxxx is the number of bytes per sec you want the server to send you. People on 28.8 may want to try somewhere between 2500 and 2800. 56K may want to try 4000 and ISDN, 5000-10000. So, for a 28.8 player to set their rate to 2500, they would type: rate 2500. To view how your connection is, type: netgraph 1 to show a nice little graph at the bottom of your screen. The green is the amount of lag, the red is dropped packets (bad), the white means the packet was choked off by a lower rate (I believe). To turn the graph off, type /netgraph 0.
set netgraph
Default: 0
Values: 0/1
When set to "1" will display a graph of net usage. Or you can type "netgraph 1" at the console. I use the below alias in my autoexec.cfg as a 1 button toggle to turn "Netgraph" on and off.
bind "x" "net1"
alias "net1" "netgraph 1;echo Graph ON...;wait;bind x net2"
alias "net2" "netgraph 0;echo Graph OFF..;wait;bind x net1"
set rate
*The "rate" can be set in the Quake2 multiplayer set-up menu under "connect speed". If set in the menu it will have the following values:
Default: 25000
Values: (Integer)
This setting holds the maximum amount of bytes that will be transmitted between client and server each second during Internet Play. Default value is fine for single player . See above for detailed instructions on Rate adjustment. Typing Rate xxxx at the console won't hold the setting the next time you start the game. After you find a "Rate" setting you are comfortable with, you can add it to your autoexec.cfg by adding the line or select it in the multiplayer menu as described above:
set rate xxxx
(very important setting to help reduce lag in multiplayer)Default: 90 (default of 90 is fine for single player mode)
The included autoexec.cfg has cl_maxfps set to "31".
This should be set to a lower value only if you are experiencing latency in multi-player games (
U_Remove errors, phone jack icons, high ping and freezing gameplay). This will cap the frames per second at whatever you set the variable to. Your FPS will vary greatly during gameplay. It could rise to 50FPS or more when you are in a very small room. Voodoo II users could see peaks of 100FPS. If you don't have the available bandwidth when the FPS jump up like this, you could see packet loss, high pings and freezing game play. If you are having problems, a good value to try would be the 23-32 range. Lower FPS send less information between the server and the player. Higher FPS require more bandwidth and send more information between the server and player. A good way to test this is to connect to a server and go into a small dark room and face a wall. This will peak your FPS. Then try different cl_maxfps settings by typing them at the console while viewing the NETGRAPH (type: netgraph 1). Always raise the console after entering the new settings for the new setting to take effect. Wait about 10-15 seconds after entering a new cl_maxfps setting to see if it will overload your available bandwidth. Then run around the map to confirm your success. After you find a setting you are comfortable with you can add it to your autoexec.cfg: set cl_maxfps xx*The timedemo 1 mode overrides the cl_maxfps setting when doing a timedemo test.
*If you experience high ping, packet loss and freezing gameplay only in the 3dfx opengl mode and the software mode runs fine on a server. This is a positive indicator that your FPS are to high in the 3dfx opengl mode. The 3dfx opengl mode will increase your FPS about 50% or more over the software mode FPS. Just for your information, by default all versions of Quake World had the FPS capped at 30FPS.
set cl_nodelta
Default: 0
Values: 0/1
Toggles delta compression on and off, related to the U_REMOVE warning.
0 - Allows delta compression to take place (preferred).
1 - Does not allow delta compression to take place (eliminates U_REMOVE warnings).
If you have to use the cl_nodelta 1 to get rid of the "U_Remove On Update" error messages. Your ISP sucks. Get a better ISP.
PLAYER PREDICTION
set cl_predict
Default: 1
1 turns on player prediction
0 turns off player prediction
You should always enable player prediction.
set cl_shownet
Default: 0
Values: 0/1
When this is set to "1" it will display latency times between server and client.
reconnect
Default: none
Values: Command
This command will attempt to reconnect to the previous server. Use this if you are accidentally disconnected.
wave
This command allows you to make helpful gestures to your teammates or to piss off the enemy.
List:
0
- Flipoff.1
- Salute2
- Taunt.3
- Wave.4
- Point.Example: bind "p" "wave 2"
You can also include the "wave" commands in your other binds. The below example would say "hello" and salute.
bind "h" "wave 1;say HELLO...."
There are new commands for key binding on the keypad located at the (number lock, /, *, +. - ) pad area . You know, over on the right side of the key board. These keys can be bound separately from their corresponding duplicates elsewhere on the keyboard. . So this gives us 15 more available keys for binding commands. Here is an example:
bind "KP_DOWNARROW" "say How'd You Like That Kung Foo Shit?"
KP_DOWNARROW
KP_UPARROW
KP_LEFTARROW
KP_RIGHTARROW
KP_PGUP
KP_PGDN
KP_ENTER
KP_INS
KP_DEL
KP_MINUS
KP_SLASH
KP_HOME
KP_PLUS
KP_5
KP_END
Whatever you bind to the "PAUSE" key will also be bound to the "Num Lock" key. But not vise-versa.
snd_restart
Default: none
Values: Command
Description: This command will reinitialize the audio system. This is required to change many of the sound settings after they are entered at the console.
set s_loadas8bit
Default: 1
Values: 0/1
When this is set to "0", the game will load all sound files into the cache at their full sizes. This may cause problems for systems with less memory. By default, the game loads the sounds as 8-bit sounds to take up less space. This results in a playback rate of 11KHz regardless of the setting of
set s_khz. Any changes in this setting must be followed by a snd_restart for any effect to take place.set s_khz
Default: 11
Values: 11:(low quality sound), 22: (high quality sound)
This setting adjusts the sampling rate of the sounds. This can be set to "22" for high quality sound output, but will hinder performance depending on hardware. For high quality sound
set s_loadas8bit must be set to "0" and a snd_restart must be issued afterwards. Any setting other than "22" will be read as "11". Low quality sound will give a slight boost in FPS.set s_mixahead
Default: 0.2
Values: (Decimal)
This value holds the delay for sounds to be mixed. Faster systems with PCI sound cards may be able to take advantage of lower numbers. This number can be increased if gameplay seems hindered by excessive sounds, with the drawback of having a larger delay to sound effects. If your sound stutters sometimes try setting this to "0.14".
The included autoexec.cfg has the setting of set s_mixahead "0.14". You can try the default of "0.2" for a slightly better sound than "0.14" but if you hear the sound break up occasionally, set it back to "0.14"set s_primary
Default: 0
Values: 0/1
For faster performance you can try "1", but if the sound becomes garbled set it back to "0". This must be followed by a snd_restart if entered at the console. "0" will change the setting to "max compatibility" in the options menu. "1" will change the setting to "max performance" in the options menu. Systems with PCI sound cards can most likely use "1" (max performance).
Values: 0/1
0Default:
Toggle the playback of only .wav file sound samples. NT users must add the below to their autoexec.cfg as NT does not have direct sound support:Description:
set s_wavonly "1"
DISABLE SOUND
To disable sound in Quake 2 for benchmarking, type at the console:
s_initsound 0 <enter>
cd_nocd 1 <enter>
snd_restart <enter>
To reactivate sound, type at the console:
s_initsound 1 <enter>
cd_nocd 0 <enter> (only if you want to play music in the CD-Rom drive)
snd_restart <enter>
For Benchmarking Tests add the below to your autoexec.cfg. This will initialize "No Sound" so you don't have to type it at the console each time you start the game during testing.
set s_initsound "0"
set cd_nocd "1"
Note: Many people ask why should they disable sound for running timedemos. The answer is, for a true comparison of video performance, sound should be disabled to get a true result of the video capability. Different sound cards give higher FPS than others. The CPU has to process the sound also. But for the typical consumer, disabling sound is not necessary.
MUSIC
If you want to listen to music as you play. Change this line in the autoexec.cfg to read as follows:
set cd_nocd "0"
set in_mouse
Default: 1
Values: 0/1
This will disable the mouse as an input device when this is set to "0".
set m_filter
Default: 0
Values: 0/1
When this is set to "1" it will smooth out the mouse movement slightly.
3 BUTTON MOUSE:
To use a three button mouse with Quake2, your Windows mouse driver must support three buttons. Use the Logitech PS/2, Serial or Bus driver instead of the Microsoft or Standard PS/2, Serial or Bus driver. Also, make certain that your Mouse control panel sets the middle button to "middle" and not "double click".
*I had to use the Logitech drivers that came with my mouse to get my 3 button Logitech to work correctly. The 3 button drivers on the Win95 CD-ROM would not work.
MOUSELOOK
If you want mouse look on all the time, add this line to the autoexec.cfg:
set freelook "1"
Default: 0
To invert the mouse, go to the options menu.
set in_initmouse
Default: 1
Values: 0/1
This variable is write protected. If this variable is set upon startup to "0", the game will completely disable the mouse. Some systems may see a performance increase. Keyboarders or Joystick users should disable the mouse for better performance. This setting must be used in the command line as below since it is write protected:
quake2.exe +set in_initmouse 0 +map base1 %1 %2 %3 %4 %5 %6 %7 %8 %9
MICROSOFT INTELLIMOUSE (wheel mouse):
Go to Buzzkill's Quake Page at the below URL for all the latest drivers, configs and aliases for using your Intellimouse with Quake2/Quake/Quake World.
http://buzzkill.stomped.com/
Disabling Joystick Polling
If joystick polling is enabled (it is by default), it can use up to 10% of your CPU power. To disable Quake 2 from searching for a joystick and polling the joystick port, you must add the command
set in_initjoy 0 to your Quake 2 command line as in the example below. This will give a performance boost. If you put the setting in your autoexec.cfg it will give you a "write protected" message when starting Quake 2. This is the same thing as "-nojoy" in Quake. The included "Q2Start.bat" and "Q2V2Start.bat" has joystick polling disabled for maximum performance.quake2.exe +set in_initjoy 0 +map base1 %1 %2 %3 %4 %5 %6 %7 %8 %9
The below setting to disable joysticks goes in your autoexec.cfg and is the same as joystick 0 in Quake.
set in_joystick "0"
BINDS AND ALIASES
Check out "
The Bind" for examples of about any bind or alias you can imagine for Quake2.http://www.captured.com/thebind/
(the included Q2Start.bat, Q2V2Start.bat and autoexec.cfg have joystick disabled)
If the sign (- or positive value) for the sensitivity settings is inverted, the axis will perform backwards.
For a complete guide on setting up your joystick for use with Quake 2,
go to the joystick link at this webpage: http://www.planetquake.com/f176set freelook
Default: 0
Values: 0/1
Description: When this is set to "1", it will override the +mlook action by setting mouse aiming always on. This would apply for joysticks as well, but not the keyboard since it relies on +klook.
set in_initjoy
Default: 1
Values: 0/1
This variable is write protected. If this variable is set upon startup to "0", the game will completely disable the joystick. Some systems may see a performance increase. Must be used in command line.
set in_joystick
Default: 0
Values: 0/1
This will enable the joystick as an input device when this is set to "1".
See also: joy_advanced
set joy_advanced
Default: 0
Values: (Toggle)
Setting this value to "1" will enable the advanced controller support. This is required for the use of an advanced controller such as the SpaceOrb 360, Cyberman 2, Wingman Warrior, or the Assassin 3D. The advaxis? commands can be set to the following axes:
0 - Axis not used
1 - Forward axis (forward and backward movement)
2 - Pitch axis (looking up and down)
3 - Side axis (strafing left and right)
4 - Yaw axis (turning left and right)
5 - Up axis (jumping, crouching, and swimming up and down)
These are absolute axis setting (non-proportional movements like a joystick). To assign a relative axis setting (proportional movements like a mouse), add 16 to the value.
set joy_advancedupdate
Default: none
Values: Command
This command will update all advanced controller axis settings if the values were previously changed.
set joy_advaxisr
Default: 0
Values: (Integer)
This setting controls mapping of DirectInput axis R (typically joystick rudder.)
set joy_advaxisu
Default: 0
Values: (Integer)
This setting controls mapping of DirectInput axis U (custom axis - Assassin 3D trackball left and right, Wingman Warrior SpinControl and SpaceOrb roll.)
set joy_advaxisv
Default: 0
Values: (Integer)
This setting controls mapping of DirectInput axis V (custom axis - Assassin 3D trackball forward and backward and SpaceOrb yaw.)
set joy_advaxisx
Default: 0
Values: (Integer)
This setting controls mapping of DirectInput axis X (typically joystick left and right.)
set joy_advaxisy
Default: 0
Values: (Integer)
This setting controls mapping of DirectInput axis Y (typically joystick forward and backward.)
set joy_advaxisz
Default: 0
Values: (Integer)
This setting controls mapping of DirectInput axis Z (typically joystick throttle.)
set joy_forwardsensitivity
Default: -1
Values: (Decimal)
This value controls the famp-up speed for moving forward and backward.
set joy_forwardthreshold
Default: 0.15
Values: (Decimal)
This value controls the dead-zone for moving forward and backward.
set joy_name
Default: joystick
Values: (String)
Description: This value holds the name of the controller to be displayed upon the next joy_advanced.
set joy_pitchsensitivity
Default: 1
Values: (Decimal)
This controls the speed that you look up and down.
set joy_pitchthreshold
Default: 0.15
Values: (Decimal)
This controls the dead-zone for looking up and down.
set joy_sidesensitivity
Default: -1
Values: (Decimal)
This controls the ramp-up speed for moving side to side.
set joy_sidethreshold
Default: 0.15
Values: (Decimal)
This controls the dead-zone for moving side to side.
set joy_upsensitivity
Default: -1
Values: (Decimal)
This controls the ramp-up speed for moving up and down
.set joy_upthreshold
Default: 0.15
Values: (Decimal)
This controls the dead-zone for moving up and down.
set joy_yawsensitivity
Default: -1
Values: (Decimal)
This controls the speed that you turn left and right.
set joy_yawthreshold
Default: 0.15
Values: (Decimal)
This controls the dead-zone for turning left and right.
TESTING FPS (Frames Per Second)
IMPORTANT: Anytime you perform a timedemo test you should always disable "
V Sync to monitor refresh rate", otherwise your timedemo FPS results will never exceed your monitor refresh rate setting.The TIMEDEMO TEST will run Quake 2 as fast as your system allows. To perform a timedemo:
Start the game and then type "disconnect" then <enter> at the console.
Then type:
timedemo 1 <enter>
map demo1.dm2 <enter>
Wait for the test to complete and then look for the number with "FPS" beside it. This is your Frames Per Second. The higher the FPS the better.
After you finish your timedemo testing, type at the console:
timedemo 0
This will clear the timedemo mode. If you don't type timedemo 0 and then start a game. The game will run very fast. Like a timedemo.
My Timedemo Demo1.dm2 Results- Voodoo 1:
640x480- 34.6 FPS
512x384- 40.4FPS
My System:
PPro200 w/ 128MB
Canopus Pure3D
Using included Q2Start.bat and Autoexec.cfg (I have my Pure3d Clock MHz Speed set on 60mhz.)
Quake2 Version 3.14
Low Quality Sound
My Timedemo Demo1.dm2 Results- Voodoo 2 (SLI)
640x480- 98.7 FPS
800x600- 97.9 FPS
1024x768- 84.4 FPS
System: P II 400 w/128mb
Dual Creative Labs Voodoo II 12MB (SLI)
Low Quality Sound
Quake2 Version 3.14 (3/23/98 mini gl update)
Using included Q2V2Start.bat and Autoexec.cfg (Voodoo II overclocked to 95MHz)
The "3 Fingers' Massive1 Benchmark Demo Test"
The "Massive1 Benchmark Demo Test" for Quake 2 is a 12 player Death Match Demo to 50 frags. It is an action packed total horrific shoot out with at least 2 frags per second for 4 minutes. Guaranteed to test your system and 3D card to its limits. The "Massive1" is a much more accurate test to simulate online multi-player Quake 2 gaming than the demo1.dm2. You must be using Quake 2 versions 3.10 or higher to run the Massive1 demo. Instructions included in zip. "Massive1" is 637KB. Download it here:
http://www.voodooextreme.com/3Fingers/massive1.zip
http://www.physics.uiuc.edu/~amp/voodoo/files/massive1.zip
NOTE: 32MB systems seem to really suffer on the timedemo tests. Quake 2 is a RAM hog. If you really want the best performance you should have a minimum of 64MB. But 96MB or more will give the absolute best performance. Hard drive thrashing is a symptom of not enough system RAM. 32MB systems will get severe hard drive thrashing sometimes.64MB systems will get very little hard thrashing. 96MB or more systems will get NO hard drive thrashing at all. With a Voodoo 1, Cyrix system owners will get about 60% in FPS of an equivalent Intel Pentium. K-6 systems should expect about 85% in FPS of an equivalent Intel Pentium. Pentium II systems will give the best performance running Quake 2. Using the new Voodoo II the Cyrix will run about 55% as fast in FPS as an equivalent Intel Pentium and the K-6 will run about 65% as fast in FPS as a equivalent Intel Pentium. Intel Pentium II systems absolutely scream using a Voodoo II.
3 FINGERS' "CRUSHER BENCHMARK DEMO TEST" FOR QUAKE 2
http://www.ve3d.net/3Fingers/files/crusher.zip
The "Crusher Benchmark Demo Test" is a 34 player Deathmatch Demo to 75 Frags on the Final Showdown (Boss2 Map that comes w/ Quake2). This demo will present the absolute worst conditions that you would likely encounter in multi-player Quake2 gaming. The purpose of this demo is to test your system under the worst conditions so you will know how your system will perform when the shit hits the fan in multi-player. Maximum FPU and Particles are presented through most of the demo. So, whatever result you get on the Crusher Timedemo, will likely be about the lowest framerate you would ever see under the worst conditions in multi-player. If you think the Massive1.dm2 was tough on your system, you ain't seen nothing yet. J
*open the "Q2start.bat" or "Q2V2Start.bat" with your notepad to change or add settings.
*Commands are case sensitive. Use caps where indicated.
*****ANY COMMAND IN THIS GUIDE BEGINNING "
SET SST" OR "SET FX" WILL ONLY WORK ON A VOODOO GRAPHICS BASED VIDEO CARD. VOODOO RUSH USERS CANNOT APPLY THESE COMMAND VARIABLES.IMPORTANT VOODOO II INFO:
All of the below "SET SST" BATCH FILE COMMAND VARIABLES must be changed to "SET SSTV2_" for use with a Voodoo II Video Card. Example:
SET SSTV2_SCREENREFRESH=60. Voodoo II users really don't need to add anymore of the below variables to the Q2V2Start.bat as all can be set from the Voodoo II control panel/display/voodoo2 tab.SCREENREFRESH RATE:
SET SST_SCREENREFRESH=60/72/75/85/120 (Voodoo 1 only)
Default: 60
*Canopus Pure3D and Voodoo II users adjust the screenrefresh in the your control panel/display properties.
If you use the default screenrefresh settings on your 3DFX card, then in general, raising the vertical refresh will adversely affect your frame rate in GLQuake2. You'll have to decide if the performance hit is worth the improvement in the image quality. Generally, there's no noticeable frame rate penalty between running at 75 Hz as opposed to 60 Hz. As a matter of fact, the 3DFX Card won't even run at 60 Hz in 512 x 384 resolution - 75 is the lowest. I know some people get eyestrain when staring at a monitor with a 60 Hz refresh for long periods of time, but 75 Hz is usually sufficient to eliminate the problem. Setting it higher will start to bring your frame rate down a bit.
There is a way you can run the refresh up to 120 Hz without much of a performance hit: by disabling the vertical refresh sync on the 3DFX card by adding these lines to your Quake2.bat file: SET FX_GLIDE_SWAPINTERVAL=0, SST_SWAP_EN_WAIT_ON_VSYNC=0
Voodoo II Screenrefresh Rate:
Voodoo II users must set the monitor refresh rate for each video mode resolution with the below variables if you do not wish to set it in your Voodoo II control panel:
SET SSTV2_REFRESH_512x384=60/75/85/120
SET SSTV2_REFRESH_640x400=60/75/85/120
SET SSTV2_REFRESH_640x480=60/75/85/120
SET SSTV2_REFRESH_800x600=60/75/85/120
SET SSTV2_REFRESH_1024x768=60/75/85/120
Example: SET SSTV2_REFRESH_800x600=75
SET FX_GLIDE_SWAPINTERVAL=0/1 (very important setting)
Default: 1
With "0" setting, the 3DFX Card will ignore the refresh rate and always redraw the screen as soon as it can. As a bonus, this setting will usually gain you 5 -7 fps, however it can cause some image tearing which some people may find unacceptable. It will be very subtle and look as though the image is folding slightly when you spin around. With my Pure3D, "0" setting raised the speed a whopping 7FPS for me, over a setting of "1"(default). Nice!!! To use SET FX_GLIDE_SWAPINTERVAL "0" you must also use:
SET SST_SWAP_EN_WAIT_ON_VSYNC=0
If you don't like the tearing associated with not waiting for Vsync, increase your monitor vertical refresh rate.
Voodoo II users go to your Voodoo II control panel (control panel/display/voodoo II/advanced) and place a check mark in the "Don't synch buffer swaps to monitor refresh rate for glide" and hit "OK". This is the same as using "0" on the swapinterval. Voodoo II users will get a huge increase in FPS.
SET SST_SWAP_EN_WAIT_ON_VSYNC=0/1
"0" Turns off syncing to the monitors vertical refresh rate so the screen gets refreshed before its fully written on the monitor.
Normally your Voodoo will wait for the electron gun to finish sweeping the screen before switching between the visible data and the in work data. Setting to "0" this means that the voodoo will not waste any time waiting, it will switch immediately.
OVERCLOCK THE VOODOO 1 CHIP (not for Voodoo II):
SET SST_GRXCLK=50-57
Default: 50 (for Voodoo 1)
The Orchid voodoo defaults to 50. You can gain approximately a 15% speed increase by overclocking to 55. Do not go beyond 57. In any event keep an eye out for corruption artifacts - flat shaded polygons, texture map corruption etc. You will see little flickering triangle shaped tears in the screen if you set the clock speed to high. This setting will almost certainly make the Voodoo Chip run hotter so beware! How high you can go on the setting is solely dependent on how much cool air circulation you have in your computer case. When picking a PCI slot for your Voodoo Card , choose a slot that will give maximum air circulation to the Voodoo chips.
With my Orchid (no fan) my screen started slight tearing at "57". "60" gave extreme tearing. Also note that the Monster 3d's default performance setting is "57", so that can be taken as a safe setting. Be forewarned, any setting over "57 "will certainly shorten the life of your card. If your image locks and the sound is looping, your overheating the chip. Turn down the clock speed if this happens.
*Get a cooling fan to increase performance and card life.
*After installing a fan on my Orchid Voodoo Card. I could go to "60" w/o tearing. But I still leave mine at "54"
** The Pure3D needs to have the clock speed adjusted from the Pure3D control panel in display properties. The Pure3D uses 35ns RAM and can be successfully over-clocked to higher numbers than the 45-50ns RAM on the Monster and Orchid. I have been running my Pure3D at 60mhz for months and hundreds of hours of Online Quake play with no problems at all. I also have 2 extra fans on the Pure3D. See below taken from the Pure3D help guide:
Use the spinner control in the Pure3D control panel to set your Memory Clock to a value from 50 to 60 MHz. Click OK.
Important Note: Setting your memory clock higher than 50 MHz (overclocking your Pure3D) can increase performance in some cases, but it can also cause display problems. If you notice any problems with 3Dfx games after increasing the memory clock, please lower it.
-------------------------------------END PURE 3D HELP GUIDE INFO------------------------------------------
SSTV2_GRXCLK 90-100
The easiest way to overclock your Voodoo II is to download the
"The Trevarrow Voodoo II Overclocking Control Panel". It allows overclocking your Voodoo II from a slider that you can bring up by clicking a taskbar icon and allows changes in the clock speed from 90 MHz to 100 MHz. If you want to do it manually, just follow the below instructions.Default: 90 (for Voodoo II, and must be overclocked in the registry)
Overclocking the Voodoo II chip will not give much of an increase in FPS on lesser systems as you run into the problem of your CPU being limited in the amount of calculations it can process. A Pentium II 300 will see more of an increase than a P200mmx. I have set mine briefly up to "100" and got about a 2fps increase with my PPro200 on timedemo demo1.dm2.
Craig Campanaro of The Hardware Center has completed a full benchmark test on the benefits of overclocking your Voodoo II all the way to 109MHz (ouchie). He provides a chart of results on different systems at each step from the default of 90Mhz up to 109MHz. Check out Craig's tests here: http://www.cyrellis.com/hardware/video/video007.htmOne important note. The Monster Voodoo II allows overclocking in the Monster Voodoo II control panel to 95 MHz. Since the Creative Labs Voodoo II and the Monster 3D Voodoo II are identical, this can be taken as a safe speed to overclock your Creative Labs Voodoo II. Anything higher and your sailing into uncharted waters. Your success in overclocking depends highly on how much cool air you have circulating around in your computer case. If you plan on exceeding 95 MHz, get a cooling fan on your Voodoo II. If you see corruption in your game image or your game image locks up, turn the clock speed back down a notch or 2 until it disappears.
Start the Registry Editor by going to "start/run" and type "regedit" in the box and hit "OK". Once into the registry, choose "Edit", "Find" and do a search for "SSTV2". This will lead you directly to where you want to be: "HKEY_LOCAL_MACHINE\SOFTWARE\3Dfx Interactive\Voodoo2\". This key has 2 subkeys, by the name of:
"HKEY_LOCAL_MACHINE\SOFTWARE\3DfxInteractive\Voodoo2\D3D" and "HKEY_LOCAL_MACHINE\SOFTWARE\3Dfx Interactive\Voodoo2\Glide".
You will have to add the new string to both folders (D3D & Glide) if you want to change the clock speed of the Voodoo2 for Direct3D as well as Glide games. Quake 2 is a "glide" game. Now right click on either the "D3D" folder or "glide" folder and select "New" and then "String Value". Then type the new variable "SSTV2_GRXCLK" (caps & no quotes) in the box. Then double click on the new variable you just added and enter the clock speed you want the Voodoo2 to run at. Default is "90'" for 90 MHz, so you obviously want to go higher than 90. So if you want to set it at "97" just type in the box "97" w/o quotation marks and hit "OK" and then hit the "X" in the top right corner. All done. If you want to set it back to the default just change the value back to "90".
SET FX_GLIDE_NO_SPLASH=0/1
Default: 0
"1" Removes the 3DFX logo on startup.
SET SST_FASTMEM=0/1
Default: 0
"1" tells the Voodoo you have EDO RAM and to access the RAM on your board faster. This may or may not have any perceptible difference.
SET SST_FASTPCIRD=0/1
Default: 0
"1" Fast PCI read. 1 or 2 more FPS.
This may not have any perceptible effect.
SET SST_GAMMA=2.0
Gamma is
brightness. "1.7" is the default. The numbers in the gamma box can go from 0.5 to 2.5 (2.5 is brightest)* This line must also be in your batch file on some Voodoo 1 boards to adjust the gamma (brightness): SET SST_VIDEO_24BPP=1
*Canopus Pure3D and Voodoo II users adjust the "RGB" gamma in the control panel display properties. If the screen refresh rate is set higher than 75 on the Pure3D, your gamma may not work.
Individual Gamma Color Batch File Commands:
SET SST_RGAMMA=0 to 2.5 (red)
SET SST_GGAMMA=0 to 2.5 (green)
SET SST_BGAMMA=0 to 2.5 (blue)
*Adjustable in .1 increments. "1" is the default
*Canopus Pure3D users adjust the color gamma in the Pure3D control panel/display properties.
SET SST_VIDEO_24BPP=0/1
Default:0
"1" sets the bits per pixel to 24. Which does nothing. READ ON!!!! If you want to adjust gamma on some Voodoo 1 boards, you must have it set to "1" in the batch file or autoexec.bat. Don't use it unless you have to.
HOW TO MAKE A FAN MOUNT FOR YOUR 3DFX CARD
You can easily make your own fan mount to keep your 3DFX video card running cool. Go buy a CPU fan at Radio Shack ($12). Then take a blank plate from the back of your computer like the one you removed when you installed your 3D-video card. Go outside to a concrete surface and smash the plate's 90-degree bend out flat with a hammer. Then lay the fan on the plate and mark 2 mounting holes to be drilled to secure the fan to the plate. Drill the holes and mount the fan onto the plate using 2 sheet metals screws, or even better use threaded screws with nuts. Put a drop of Lock-Tite on these for more security. File or cut off any protruding screw tips that could touch any electrical components. Then attach the mount to an empty slot mounting hole over or near the 3D video card. Make sure the (2) fan mounting screws cannot possibly touch any electrical component in your computer. Bend the mount to whatever angle you need to point the airflow on the 3DFX Voodoo Chips. I can't give you specific instructions, as each system is different. William Ball has put up a webpage that illustrates this complete procedure:
http://www.jps.net/billdb/vfan.htmI also added a 3 1/4" fan in an empty fan slot in the front of my computer case behind the 1" speaker.
HOW TO MOUNT A HEAT SINK AND FAN TO YOUR VOODOO 1 CHIPS
Brad Mettee has put up a web page giving step by step instructions with images to illustrate how to mount a heat sink/fan to your Voodoo 1 Chips. This is the preferred method of cooling for ultimate performance. Brad runs the clock speed on his MONSTER3D at "64 MHz" all the time with this set-up. Here is the URL:
http://www.clark.net/pub/bmettee/voodoo.shtmlMY PERSONAL FAVORITE FAN SET-UP TO COOL THE VOODOO 1 and 2
I was in Radio Shack the other day and saw this fan ($9.99). I don't know the technical name for the design, but it looks like a mini fan blower like you see in an air conditioning/heating blower. It is not a propeller type fan but instead has a rotating drum with blades and has a 1"x1.5" outlet which the air blows out. Check out the fan pictures
HERE. This fan blows air like you would not believe and is almost silent. It puts out 10 times the air of a 486 CPU fan. The whole fan is about 3"W x 3.5"L x 1.5H" and is flat on the bottom and open on the top (air intake). So it can be mounted flat on a surface. It has 2 mounting holes if you have a place to mount it with holes in your case (which I did not). So I went to the auto parts store and bought some 3M Double Sided Tape ($3.49). This 3M Tape is what they use to attach auto molding to cars. It holds like nothing else. In other words, a 3-ounce fan is not going anywhere when mounted with this tape. There are 2 types of this 3M tape, a thicker foam tape, which is spongy, and a thinner rubber tape. Get the "rubber type" tape if you have a choice. When looking down at my motherboard (440BX), there is a large flat area of the metal case right in front of my Voodoo boards. I attached the fan there with 3M Tape and pointed the fan at both Voodoo II boards.To supply power to the fan, I cut off the mini 2 pin connector that comes on the fan and attached a 4 prong Y adapter connector (see below for details) and plugged it into a spare power supply connector. This 4 prong (or pin) connector (most likely white plastic) is the exact same type of 4 prong power connector that plugs into the back of your CD ROM, Floppy and Hard Drive. My computer had a spare 4 prong power connector cable for adding another hard drive etc. I had an old fan lying around which I cut the 4 prong Y adapter connector off of to use on the new fan. Click
HERE for wiring pictures.I just finished playing a 1 hour online Quake World CTF game with the Dual Voodoo IIs overclocked to 105 MHz and then I ran 5 Massive1 timedemos in a row. No problems at all. This fan is the shit. And inexpensive too. Total cost to cool (2) Voodoo II boards: $13.48.
Here is the Fan info:
Retail Store: Radio Shack
Catalog Number: 273-260
Description: Brushless, Ball Bearing DC Blower 12VoltDC
Running Speed: 2600RPM (+ or - 200rpm)
Power Connector and Wiring Information
Retail Store: Radio Shack
Catalog Number: 278-766A
Description: 10" (254mm) DISK DRIVE Y-ADAPTER POWER CABLE (allows 2 devices to be powered from one cable)
IMPORTANT!!!:
"OUT OF MEMORY" ERROR MESSAGE OR JUST TO IMPROVE PERFORMANCE:
If you have less than 128MB of system RAM, then you should define your own virtual memory settings. This is a bit tedious but it really does help. This will create one continuos PERMANENTLY DEFRAGMENTED SWAPFILE on the hard drive. Normally Win95 actively resizes your swap file, but this causes a lot of disk accesses and keeps the swap files fragmented.
IMPORTANT: Before you begin this procedure, disable all applications that you have set to auto-start on boot up. The easiest way to disable these is to temporarily remove all the short-cuts from your windows/start menu/programs/start up folder. You can put them back in the start-up folder after you finish this procedure.Right click on "My Computer", click on "Properties", click on the "Performance" tab, then click on the "Virtual Memory" button.
Click on "Let Me Specify MY Own Virtual Memory" then click "Disable virtual memory" then click "OK". The computer will reboot.
When it reboots run the Disk Defragmenter and do a Full Defragmentation of your drive. At this point do not reboot after defrag.
Go back into the Virtual Memory settings window and uncheck "Disable Virtual Memory" then select "Let me specify my own virtual memory settings". Set the "Minimum" to 150 (200 if you play Unreal) and the "Maximum" to 150 (200 if you play Unreal). Windows will reboot again to allow the settings to take effect.
If you have more than one drive on your system, you should select the fastest drive for your swap file.
*When you set the minimum and maximum values, be aware of your free hard drive space. It stands to reason that you cannot set the values higher than your unused free hard drive space. Duh!
ANOTHER PERFORMANCE BOOSTER:
The setting labeled "Typical Role of This Machine "determines how much space is set aside in main memory to handle path and filename caching. The default "Desktop Computer" choice allocates space for a paltry 32 paths and 677 filenames, whereas the "Network Server" choice bumps those settings up to 64 paths and 2,729 filenames.
If you have 32 mb or more of ram, you can improve performance by increasing your disk cache size:
Right click on "My Computer", click on "Properties", click on the "Performance" tab, then click on the "File System" button.
Select the "Hard Disk" tab and in the box labeled "Typical role of this machine:" select "Network Server". The click on "OK" and Win95 will reboot to allow this setting to take effect.
*This works fine on the new Win95B OSR2 (ver. 4.00.950 B). To check your Win95 version, go to "control panel/system". Older versions of Win95 will need to modify their registry as instructed below before changing the "typical role of this machine" setting.
Below are the instructions from ZDNET:
http://www4.zdnet.com/pccomp/features/fea0597/secrets/sub1.htmlHKEY_LOCAL_MACHINE\SOFTWARE\ Microsoft\Windows\CurrentVersion\ FSTemplates\Server\
NameCache to a9 0a 00 00, and \PathCache to 40 00 00 00.
DISABLE ALL APPLICATIONS DURING GAMEPLAY
For the best performance when playing Quake 2, always disable any applications you have running in the background like Anti Virus programs, IE 4.0 active desktop and Microsoft Office 97 active desktop etc. If you have less than 64MB of RAM, go to the Gamespy options menu and set Gamespy to "close Gamespy after launching Quake".
MS Fast Find in Office 97 will cause you to have extreme slowdown in Quake2 as well as slowing down your whole system. To keep MS Fast Find from running in the background, go to your windows/start menu/programs/start up folder and delete the "Microsoft Fast Find" shortcut. Basically I delete everything from my windows/start menu/programs/start up folder. I don't want any programs running in the background to slow me down while I'm playing. To play it safe, just keep a backup of the shortcuts you remove from the "startup" folder in case something does not work right, then you can put them back. My system runs perfectly with all the shortcuts removed from the "startup" folder.
THE INTERNET AND HOW IT AFFECTS YOUR ONLINE GAMEPLAY (@%$&*$%# LAG):
*Article from 3 Fingers' Ultimate Tweak Guide For GL Quake & GL QW.
I'm going to stray off of the GL Quake/QW topic for a minute and discuss what is probably the most important issue to online gamers there is. So lets get to the meat of the matter. Why does my NET Quake game have fluctuating pings and high packet loss?
First of all I want to say I have tried every trick, lag fix, Max Mtu, delagger, gadget, setting, special phone line wire, different modems and any other supposed fix for lag known under the sun. The bottom line is, if your poor connection is a result of any problem which happens AFTER your signal gets to your ISP. Nothing that you do on your end will help. It is absolutely impossible for your computer to some how magically create a packet(s) of information that were lost or held up. Lost packets cause freezing gameplay, held up packets cause high ping. You can spray all the perfume on a pile of doodoo you want, and you will still have a pile of doodoo. Quake World does an excellent job of filling in small packet loss (1-7%) with its movement prediction. But higher packet loss than 7% is beyond the ability of Quake World's prediction to keep the game smooth. Quake World predicts the games progression in the event of packet loss/delayed packets and then corrects it to the true state when the packets catch up. This is what causes you or other players to appear and reappear in 15ft. jumps or gaps. To someone looking at a webpage while surfing the net. Packet loss/held packets translates into a webpage loading in slightly more time.
So lets do a little INTERNET 101. The Internet began in the 50's as a source for the military to send top secret information broken up into packets so they could split up classified information into separate parts along separate routes. So some of the equipment is getting very old now. The whole Internet revolves around sending a stream of small packets of information from your computer to other computers and back to you. When your computer sends a packet, which it sends and receive many packets a minute. The packets travel through a series of Hops. Usually about 8 to 40 hops before it reaches its final destination. The first hop is from your computer to your ISP. The packet then hits a router and will hit 1 or 2 more routers within your ISP. This would be hop 2 and 3. Your ISP leases a T1or T3 (equivalent to 30 T-1 lines) line from a company like Bellsouth.net, MCI.NET or Sprint.NET etc.. A T1 line can transfer about 12 MegaBytes per minute and a T-3 line about 360 MegaBytes per minute to another T-3. The packet is then sent to a Backbone Hub from your ISP's T1 or T3 line. This is hop 4 and would be the Backbone Hub which your ISP uses. A Backbone is a major transfer station for packets. Everything your ISP sends and receives is going to pass through this Backbone Hub. A few hundred ISPs may send and receive packets from this backbone. Within each Backbone there are usually 2 or 3 routers. These are more hops. After your packets leave the Backbone Hub which your ISP uses, your signal will branch out to any number of Backbones to get to its destination. There are many Backbones though out the world. Most of them are in major cities. The packet could then be sent on to another Backbone and even another before it reaches its final destination. In Quake Net Play, most servers that give you a decent ping are about 8-15 hops from you. So the bottom line is, if any of these hops are overloaded or has equipment problems, you will see packet loss and fluctuating ping. A chain is only as strong as it's weakest link.
So how can you tell where the problem lies that causes your bad connection to a Quake server? Its simple. Get this utility called "UO Trace" from this URL:
http://voodooextreme.com/flypenguin/uotrace.zipIf you can't find it, Email me and I'll send it to you. It is about 35kb. What UO Trace does, is trace all the hops from your computer to the IP Number you enter. For our purposes it would be the Quake server IP. It will then continuously display each hop and tell you what the packet loss is and the current ping/lowest ping/highest ping values on each hop. UO Trace is much superior to the DOS tracert/ping method, as DOS Tracert only pings 3 times. And with DOS Ping, you would have to ping each HOP IP separately. With UO Trace constantly pinging all hops simultaneously, you will be able to quickly identify which hop or hops are causing your bad connection. You can even save the UO Trace info by clicking on "edit" then "copy" and paste it to Notepad.
For Example: If your favorite server is 12 hops away and you see hop number 4 has pings constantly fluctuating from 125 to 800. This would have a serious affect on your gameplay. If you get wildly fluctuating pings and packet loss on all quake servers, the problem will most likely lie between you and the end of the first backbone hub that your ISP uses. So this means its one of these factors:
[1] Your phone line or an overloaded ISP router (hop 1)
[2] Your ISP is overloaded (probably hop 2 and 3 or could be hop 4).
[3] Or the Backbone that your ISP uses is overloaded (probably hop 5,6 and 7).
If you see that the problem lies on the 1st hop (your phone line to your ISP), and you connect at 28.8 or higher all the time. Its not your phone line and the problem lies in your ISP's overloaded or piece of crap router. If you cannot connect any higher than 21.6-26.4bps. Bug the hell out of your Phone Company and make them install a new phone line to your house from the box at the street. Tell them your are sending sensitive computer data/faxes and you are getting many errors and failed transmissions. Also tell them that you hear occasional static on your line. Trust me, the Phone Company Techs do not understand anything about computers/internet or how it works. The Phone Companies mentality is, if you can talk on your phone the line is OK. Tell them what ever you need to say to get a new phone line so you can connect at 28.8 or 31.2. Also if you determine your phone line is a problem. You can request that the Phone Company " put your phone line on another pair". What this means is, your phone line to the main Telephone Office will just take a different route. It is worth a try sometimes.
So what can be done to fix the fluctuating pings and packet loss? Sadly your ISP won't care and will most likely just tell you what you want to hear to get you off the phone. Most ISP's owners are happy if a webpage loads in 45 seconds or less and considers this acceptable. Online gamers are an extremely small percentage of their customer base. And they won't spend the large sums of money to upgrade their equipment or take the time to try to sort out the problem with their Backbone that they use, just to help out less than 1% of their customers. Even if an ISP system administrator is willing to try to solve the problem. The facts are 99% of ISP system administrators lack technical knowledge beyond setting up new accounts, Dial Up Networking settings and resetting modems.
OK, on to solving this dilemma. For Example: If you saw while using UO Trace, that hop 4 with wildly fluctuating pings was MCI.NET in Greensboro, N.C. Then you must try another ISP that does not use MCI.NET Greensboro, N.C. as their Backbone. Ask the prospective new ISP who their Backbone hub is. Don't think getting ISDN service from your current ISP that gives you a poor connection on a 33.6 modem will improve anything. Your signal will still travel the same route after it gets to the ISP as your 33.6 dial up service. You will just get a lower ping with a shitty connection. If the ISP you are talking to about new service does not have their own in-house T1 or T3 line, don't even consider them. This means that they are routing your dial in phone call to some other place that has a T1 line, maybe another city. This is very bad. AOL, IBM.Net, Bellsouth.Net and other large ISPs handle it this way to keep from installing T1s in every small town they provide Internet service to. Some small ISP's do this also if they can't afford to pay for their own T1 or if they have a satellite office in a nearby town. I even spoke to an ISP owner that when asked if he had a T1 line in-house. He responded he uses an ISDN (128k) line to run his ISP. This would yield pathetic results for his customers that play Net Quake, unless he only has 2 customers.
You will have to dig for info on what ISPs are available in your town, as they pop up monthly and are not listed in the phone book yet or choose not to list themselves. Keep trying new ISPs till you find one that gives you a good stable connection. I tried 9 ISPs in my town before I finally found one that gave me excellent net gameplay. The general rule of thumb with ISPs is: the smaller they are, the better they will be for Net Quake . But this is not always true. One other point. People are signing up with ISPs like crazy to get on the Internet. An ISP that is good today may not be good for Net Quake in 2 months if they double their customers or take on more customers than their equipment can handle. One thing I have learned from dealing with many ISPs, is they all lie and tell you their service is wonderful and never admit they have a problem. Always negotiate a free trial period to test them out.
NATIONAL REPORT OF BACKBONE CONDITIONS
Netstat
is an excellent source to view the current up to the minute conditions of most of the Backbones in the US. It reports their packet loss and ping times. This is an excellent way to check out your ISP's backbone conditions.Internet Weather (below URL) does the same thing as the above Net Stat but has most of the other backbones listed that Net Stat lacks.
http://routes.clubnet.net/iw/
QUAKE 2 AND US Robotics X2 MODEM SETUP TIPS
This webpage has all the latest tips for USR X2 users to help you stabilize and lower your ping during Quake 2 Internet play.
http://www.navpoint.com/~zephed/qx2.html
Here is another trick for USR X2 users to eliminate the fluctuating pings associated with X2 connections. Go to Start->Settings->Control Panel->Modem->Properties->Connection->Advanced and in the "extra settings" box, add this: S32.5=1
56K connections have been proven to cause high fluctuating pings with some users. This disables X2 connections and makes your modem connect at only 33.6. Or if your ISP has a 33.6 dial in number. You can just dial into your ISP's 33.6 modem bank when you want to play online Quake 2 instead of adding the extra setting.
HOW TO GET GOOD PINGS (by Crime)
A very comprehensive page with all the tricks to get good pings in Quake. This page comes highly recommended by my good friend "The Flying Penguin".
http://birdman.logicquest.com/pingpage.html#_Toc794
You can have Quake 2 create text files with all the available commands. The text files will be created in the quake2/baseq2 folder. The 2 files will be named cmd.txt and cvar.txt. To create the files,
first start the game and from the console type:clear <enter>
cmdlist <enter>
condump cmd <enter>
clear <enter>
cvarlist <enter>
condump cvar <enter>
3 Fingers' Highest Visual Quality Autoexec.cfg For Voodoo
II/Quake2 (BestV2.zip)
This autoexec.cfg was designed to give the absolute best image possible without regard to
framerate loss, and is intended for high-end hardware users with Voodoo II 3D cards. The
Highest Visual Quality autoexec.cfg will greatly enhance the visual quality of Quake 2 in
all single player and multi-player games. If you don't have a Pentium II or Pentium Pro, I
would not recommend using this autoexec.cfg for multi-player games as you will get severe
slowdown in battles when 4 or 5 players are in your field of view firing. Also this
autoexec.cfg nearly eliminates the grainy texture problem that some SLI Voodoo II users
experience. If you feel the image is too bright with this autoexec.cfg, lower the
gl_modulate setting in the autoexec.cfg. It is currently set to 2.5, the default is 1.0.
Range is from 0.0 to 5.0. Check out these screenshots.
FAQ AND NEWS GROUPS
CREATIVE LABS VOODOO II BLASTER 3D RESOURCE PAGE
http://www.soundblaster.com/voodoo2/resources.html
CANOPUS PURE3D FAQ
http://www.canopuscorp.com/pure3d/p3d_support_faq.htm
DIAMOND MONSTER 3D FAQ
http://www.diamondmm.com/products/faqs/monster-3d.html
ORCHID RIGHTEOUS 3D (go to "TECH" then FAQ)
3DFX NEWS GROUPS FOR ALL 3DFX BASED VIDEO CARDS AND RELATED TOPICS
*Excellent source to get the answers to your questions
http://www.3dfx.com/links/news_groups.html
LEVEL AND MODEL EDITING FOR QUAKE 2
Zoid has put together a webpage to get you started on building your very own Quake2 maps and models:
http://captured.com/threewave/qe4/
My good friend "Dogma" has put up a webpage with all the steps guiding you in setting up your very own Quake2 server.
http://www.3dfxworld.ml.org/hellsgates/serverguide.htm#machine
Quake 2 F.A.Q.
Q. Mr. 3 Fingers. What is this %1 %2 %3 %4 %5 %6 %7 %8 %9 stuff in the batch file (Q2Start.Bat and Q2V2Start.bat) you provide?
A. This allows all of your command line variables to be executed after the Quake2.exe file during the process of the batch file being executed. Also this allows Gamespy to add its commands to the command line when you sign onto a server.
Q. What are these strange messages I get when starting Quake 2?
GL_EXT_shared_texture_palette
GL_SGIS_multitexture not found
A. The above messages when starting Quake 2 simply means you don't have a video card which contains multi-texture units. Which means you don't have a Voodoo 2. You won't see these messages anymore when you install a Voodoo 2 video card in your system.
Q. After installing the 3 Fingers' autoexec.cfg and Q2Start.bat file my selected player skin flickers in the multi-player options menu.
A.The gl_ztrick 1 setting in the autoexec.cfg causes this. This is the only know drawback of using gl_ztrick 1. If you want to stop the flicker of the player skin, change gl_ztrick to "0", but you will lose about 2 FPS. Thats a no brainer!
Q. Why do I need a high Frame Rate (FPS) in the timedemo test?
A. For Multi-player Net games, a high FPS is extremely important. Netplay will test your video card to its limits as the more action that appears on your image screen causes your FPS to drop. Several players all firing within your field of view can cause your frame rate to drop severely. Combine this with a very large room with lots of dynamic lighting coming from explosions and firing weapons and your frame rate could drop into the single digit numbers. The higher the initial frame rate you have the better. As this means your FPS will drop less when all this action starts. Net Play is 3 times as demanding on your system as single player monster play. A timdemo test of 25FPS should be considered as the minimum for a good net play game.
Q. Why does my timedemo FPS results start out low and go up as I do several timedemos?
A. This is a symptom of not enough system RAM. Your timedemos will be rock stable within a few 1/10th FPS if you have 64MB or more.
Q. My image locks up immediately or after a small amount of time. I am not overclocking my system or 3DFX card, so I don't think it's a heat issue. I have reinstalled my 3DFX Video card drivers several times and I cannot eliminate this problem.
A. This is probably caused by a memory range conflict. Try installing your 3DFX card in PCI slot #1. This way WIN95 will assign a memory range to the 3DFX card first and then assign a memory range to the other PCI slots. The PCI #1 slot is most likely farthest from the ISA slots, but not always. Some motherboards have the PCI #1 slot assigned to the closest PCI slot from the ISA slots. PCI slots are the short slots for cards and ISA are the long slots for cards. Also your motherboard may not allow a card in both the ISA and PCI slot next to one another at the same time. You can have one or the other, but not both. The reason is the PCI and ISA slot next to one another share connectors. So in other words, if you have 4 ISA slots and 4 PCI slots, you can have a total of only 7 cards occupying slots and the empty slot must be either one of the PCI or ISA slots that is right next to one another. Check you mother board manual.
Q. Why does my screenshot function fail in Quake II?
A. There is a bug in the Quake2 screenshot that causes some of the shots to have a rainbow effect. No fix is available except take a bunch of screenshots and you will have a few good ones that turn out fine.
Q. I have screwed up something in my config.cfg and can't get Quake 2 to function properly. What can I do short of re-installing Quake2?
A. Delete the config.cfg and autoexec.cfg from your Quake2/baseq2 folder or quake2/ctf folder (depending on which game your problem lies). Then start the game with the Quake2.exe file and Quake 2 will generate and new config.cfg with all the default settings in place.
Q. My mouse movement seems very jittery. What can I do to fix it?
A. Use "set m_filter 1" in your autoexec.cfg, raising your monitor refresh rate and lowering your cl_maxfps to the 30-40 range has been known to give some improvement, but not much. This is an inherent problem of the Quake2 engine and may be fixed in future updates.
Q
. My monitor seems to go into power saving mode every time I try to run a 3Dfx title.rem SET SST_VSYNC
*You will need to reboot for this to take effect
Q.
What is the purpose of disabling V Sync to monitor's refresh rate?A.
I saw this post by "Lewpy" on the 3DFX Voodoo II News Group and think it is about the best explanation I have heard:VSYNC ON
~~~~~~~~
Buffer swaps are synchronized to the vertical retrace, giving best visual
quality. Framerate is limited by the refresh rate of the display, or any whole division of
the refresh rate [important bit, that].
VSYNC OFF
~~~~~~~~~
Buffer swaps are not synchronized to the vertical retrace, allowing the
buffers to be swapped at any time. This results in "tearing", the effect of
having two parts of different frames being displayed on-screen at the same time, giving a
horizontal break in the image. Framerate is not
limited by the refresh rate of the display and can run at any speed (higher than the
monitor refresh is, in general, a waste).
Why might VSYNC OFF be useful? Well, say you are running Quake2, and the scene that needs
to be drawn takes longer than one display interval (60Hz/16.67ms), say 20ms. If you are
running with VSYNC ON, then the screen update has to wait until the next vertical retrace,
so the screen is updated. This happens 13ms later, and the effective framerate is 30fps.
If you are running with VSYNC OFF, then the frame is updated
immediately, and the effective framerate is 50fps. Ok, not to bad on it's own, but if this
happens every other frame (or similar) and the in-between frame runs at 60fps, then the
machine with VSYNC ON will jump between 60fps and 30fps. Or, in another instance, it may
run at 60fps, then drop to 30fps for a period of time during a slightly intensive scene.
The machine with VSYNC OFF will have a far more consistent frame rate,
at the sacrifice of image quality.
Therefore, it is nice to leave it up to the users choice whether they personally want to
have VSYNC on or off. I run with it on, personally.
Aside: Why is it nice to see how fast a card in a game, even if the frame rate is beyond
the maximum refresh rate? This is analogous to car's 1/4 mile times, or 0-60. People
hardly ever need this in real life, but it lets you know how the car is going to perform
when the going gets tough (overtaking, etc.). A card may do a demo of Quake at >200fps,
but it lets you know that it's pretty well going to sustain 60fps, regardless of what is
going on - screen. If the card does 70fps in the time demo, it will probably not sustain
60fps all the time.
So check your card with VSYNC OFF to get the information you need to know it will run fine
with VSYNC ON. :)
Q
. I can't seem to change the GAMMA when my Voodoo Graphics 3D card is using a refresh rate of higher than 75Hz. What can I do?A.
Add this line to your Autoexec.bat:This will enable 16-bit palettes at refresh rates greater than 75Hz.
Q. I have a Creative Labs Sound Blaster Sound Card and get lock up, system crashes or 1-2 second pauses with high ping during Multi-player Games.
A. Open "Control Panel" in "My Computer"
Q. Can you explain how players can cheat in multi-player.
A. When you play multi-player, everything that concerns your health,
damage, weapons, ammo, armor, quad and any other pickup item (I'm sure I forgot something)
is controlled by the server file named gamex86.dll in the server's Quake2/baseq2 folder.
You have one of these gamex86.dll files in your quake2/baseq2 folder also. But yours is
not used at all during multi-player. So any kind of cheating except a proxy bot cannot be
done during multiplayer unless the server operator wishes it. Now your definition of
cheating may be different from mine. But I would say anything to do with changing health,
damage, weapons, ammo, armor, quad and any other pickup item would be a cheat. Let's say I
was a sleazy slimeball server operator and wanted to have some cheats on my server that
only me and a few of my buddies could use. I would alter the server's gamex86.dll file and
add a few secret commands that would give unlimited ammo, god mode and all weapons. I
could call these commands anything I wanted. I could name them something like: "use
doomsday1, 2 &3". I could even make them work only if the players name was
"Bozo" (or any other name). I then give the secret commands to my cheating piece
of shit friends and tell them the commands only work if your player's name is Bill
Clinton, Hillary or Ron Brown. Then these guys can sign on the server from anywhere and
bring down the console and type the commands and get the cheats.
The next cheat is called a proxy bot. There is one currently being used called the
"ZBot". The ZBot will aim and fire for the player with deadly accuracy. The
player still has to do all the running around, selecting of weapons and also pick up
weapons, ammo and health etc. An unmodified Zbot will display the player name prefix
[zbot] (example: [zbot] 3 Fingers). If you see one of these and the player has not hacked
it, you can kick the bot by hitting your "t" key and type the message "no
bots please". The sad fact is some dickhead has modified the Zbot and removed the
Zbot name prefix and also removed the kick feature. With each new version of Quake2, Zoid
implements changes so the ZBot will not work. Then some jerky hacks it again so it will
work.
All you can do when you suspect a cheater is leave the server. When the word gets around,
no one will play on the server anymore and the cheating assholes will be playing alone. I
strongly feel cheating is not prevalent at all in Quake2/QW and I have only on just a few
occasions come across it.
Q. Does a low ping player have an advantage over a high ping player in multi-player games?
A. There are too many variables involved in this subject of ping to
just say "yes" or "no" that a ping of 250 or less is all the same. The
most important factor is packet loss. A player with a 50 ping and 10% packet loss will
have a hard time beating a player with a 250 ping and 0% packet loss (given they are the
same skill). We all know an excellent player with a 250 ping can smoke a newbie with a 50
ping. For the sake of simplicity, let's say during my discussion here that all players
skill are equal. Here is one problem an HPB with a 250 ping has when he is up against a
player with a 50 ping. The player with the 250 ping will visually see the 50 ping player
in a spot he really does not occupy. This is caused by the time it takes for the packets
to reach the 250 ping player. By this time the 50 ping player has moved the area he can
cover in roughly 1/4 second. An estimate at full run would be 2ft. This makes the 50 ping
player much harder to hit by a 250 ping player. The 50 ping player can shoot and hit the
250 player much easier because the 50 ping player is seeing the 250 ping player in almost
the exact spot he really occupies. The second problem that a 250 ping player has that
affects him much worse that the 50 ping player is the connection of the 250 ping player is
much less stable and more susceptible to extreme ping fluctuations and packet loss that
comes and goes. So a player with a 250 ping might actually have a ping that varies from
200 to 600 in small spikes that last anywhere from 1/4 to 1 second or more. Also the 250
ping player is more susceptible to packet loss. Basically your connection is only as
strong as it's weakest link. The modem player has a much greater risk of his connection
deteriorating than a cable modem or T1 player. The T1 player will mostly have a near
perfect connection with his ping fluctuating from say 50 to 65. The third problem a 250
ping player has is he will see the 50 ping player roughly 1/4 second later than the 50
ping player sees him. This is a tremendous advantage for the 50 ping player. Usually in a
fight the player that gets hit first (250 ping player) in a rocket battle will lose.
So the point here is the 50 ping player has a great advantage over the 250 ping player
under most conditions. Don't think that lag can't affect a cable modem or T1 player,
because it can. I have frequently been on a server with a 40 ping and had 20% packet loss,
which made it feel like I had a 500 ping. Just because a player has a 50 ping does not
mean he has perfect gameplay. The bottom line is the player with the most stable
connection and lowest ping will more than likely be the player with the highest score
(given equal skill).
ORCHID R3D DEFECTIVE RAM
Q. My Orchid Righteous 3D locks up when I try to overclock it or just locks up sometimes.
A. Some of the early Orchid R3D cards had RAM Chips that say "SEC" on the RAM Chips. The early cards had problems with lock up especially if they were overclocked the least bit. All you have to do is look at the RAM chips and if they say "SEC", then call Orchid customer service and they will send you a new R3D no questions asked. This was widely publicized on the Internet around June/July 97.
Q. Can I use two different manufacturer's Voodoo2 boards in SLI mode? (ie. One Diamond card and one Creative card?)
A. No. They must be the same Voodoo II cards from the same manufacturer. (ie. two Creative Labs 12mb Voodoo IIs)
Q. Can I use two different configurations of the same manufacturer's Voodoo2 board in SLI mode? (ie. One 8MB and one 12MB board?)
A. No. They must be the same Voodoo II cards from the same manufacturer. (ie. two Creative Labs 12mb Voodoo IIs)
Q. What is Triple Buffering?
A. What triple buffering does is improve the frame rate up to a maximum of the monitor refresh rate - triple buffering will not get you results higher than monitor refresh, though. It just smoothes out the drawing time to approach the monitor refresh rate and allows the Voodoo II to get framerate (FPS) as high as the refresh rate. It allocates additional framebuffer memory to use for image storage. Normally you have 2 color buffers and 1 zbuffer. With these settings, you have an additional color buffer that the Voodoo2 will use to store an image it has already created but which has not yet been sent to the monitor. Otherwise, if all the buffers were full, the card would have to wait until it sent an image to the monitor before working on the next image. Older versions of the miniGL driver for Voodoo2 do not enable triple buffering by default future releases will. The next release of the miniGL driver is scheduled 3/23/98. If you are using the latest 3DFX Voodoo II drivers, you will have a box to check in your Voodoo II control panel/advanced tab to enable triplebuffering. If you are using the latest drivers with this "check box for triple buffering" and want to enable triple buffering, just check the triple buffering box and add only the below autoexec.cfg lines and REMOVE the check from "Don't synch buffer swaps to monitor refresh rate for glide" in the Voodoo II control panel/advanced tab.
Add this to your Quake 2 autoexec.cfg
set gl_triplebuffer "1"
set gl_ext_swapinterval "1"
set gl_swapinterval "1"
The
SET FX_GLIDE_ALLOC_COLOR=3 is not needed as checking the triple buffering box performs the same function.Add this to your Quake 2 Voodoo II Batch File or Autoexec.bat (only if your drivers don't allow triple buffering to be checked from the Voodoo II control panel/advanced tab):
SET FX_GLIDE_ALLOC_COLOR=3
REMOVE the check from "Don't synch buffer swaps to monitor refresh rate for glide" in the Voodoo II control panel/advanced tab.
Now your FPS can go up as high as your refresh rate and you get no tearing that is associated with disabling sync, but you get the advantage of your FPS going as high as the refresh rate.
NOTE: I have been getting reports that enabling triple buffering in the Voodoo II control panel can cause freezing gameplay and jerky movement for some users. If you experience this, uncheck the box in your Voodoo II control panel. You can leave the gl_triplebuffer 1 in the autoexec.cfg. The check box in the Voodoo II control panel is the master over the gl_triplebuffer in the autoexec.cfg
Q. What will give me better performance, "triple buffering" or "Don't synch buffer swaps to monitor refresh rate for glide"?
A. If you don't mind the slight image tearing associated with "Don't synch buffer swaps to monitor refresh rate for glide" then this will give better performance as your framerate is not restricted by the monitor refresh rate setting. With triple buffering enabled your framerate can never exceed your monitor refresh rate.
Q. What causes my toolbar to flicker?
A. The new 3/23/98 mini gl enables triple buffering by default. So add "set gl_triplebuffer 1" to your autoexec.cfg and it will stop.
Q. Can I use the Monster 3D Voodoo II drivers with my Creative Labs Voodoo II.
A. The latest Monster 3DII drivers prevent this. The latest version of the Monster 3DII drivers won't allow any Voodoo II except the Monster 3DII to work. The Monster drivers have a detection utility and if it detects any card other than the Monster it won't work.
Q. I want to use my Voodoo II for my Direct 3D games but my primary 2D/3D video card always takes control and is used for Direct3D games. How can I disable my primary video card and use my Voodoo II for D3D games (or vise-versa)?
A. Try going to your c:/program files/directx/setup folder and double click the file named "dxdiag.exe". A menu with a bunch of tabs will appear. You will see several tabs, but the 2 you are interested in are called "display 1" and another called "display 2". These are your 2 video cards and you should be able to disable/enable D3D for each card there.
Q. My Voodoo II won't install correctly and I am getting errors when trying to run games.
A. To correctly install your Voodoo II drivers. First go to control panel/add-remove programs and remove your Voodoo II. Then check your device manager and remove your Voodoo II from your device manager if it is still listed there. If it is not listed under "sound, video and game controllers" in the device manager, look under "other devices" in your device manager and remove the "PCI multimedia device". Then go to your "windows/inf/other" folder and delete any .inf files that are related to any old 3D cards you have removed and any current drivers for your Voodoo II. Then reboot and Win95/Win98 will detect the Voodoo II. Direct (browse) Win95/Win98 to the folder where you have the Voodoo II drivers. Then it may ask for your Voodoo II CD for a Direct X file. If it does, just direct it again to the folder where the new Voodoo II drivers are located. You don't want to use the Voodoo II CD if you have downloaded new Voodoo II drivers and are installing them from a folder.
VERY IMPORTANT NOTE FOR WIN 98 USERS:
Win98 will install it's generic Voodoo II drivers on your system. You DO NOT want to use these Win 98 generic drivers as they won't work properly with your Voodoo II. So when you install your Voodoo II, make sure and overwrite any drivers Win98 tells you it found, even if the drivers Win98 found are newer.
Q. After installing two Voodoo II boards for Scanline Interleave (SLI), I only see a black screen (or a black screen with occasional horizontal streaks) on my monitor when the Voodoo2 is activated.
A. The solution to this problem is to switch which Voodoo2 board your monitor is connected to (also move the pass-thru cable from your 2D card to the same Voodoo2 board that is connected to your monitor).
The way the Voodoo2 initialization code currently works is the first board the 3Dfx PCI library finds is setup to be the video/monitor "Master." The other board in the SLI set is setup to be the video/monitor "Slave," and will not generate valid video output. The difficulty is that there is no way by looking at your system to determine which board will be found first by the PCI library (in some systems, it's the board closest to the CPU -- in other systems, it's the board furthest from the CPU). So, for early releases of the Voodoo2 drivers, you may have to manually swap which board is connected to the monitor for proper SLI functionality.
Q. Can I disable "vsync to monitor refresh rate" with Voodoo2 running in SLI mode?
A. Yes, although your results may vary. If you are running Voodoo2 in SLI mode with vsync disabled and experience visual anomalies (notably the appearance that every other scanline is missing, or one scanline being a frame ahead of the other) turn vsync on, which will force the boards to swap buffers together.
Q. How can I adjust my monitor refresh rate in a batch file with the Voodoo II if I don't want to set it in my Voodoo II control panel?
A. The monitor refresh rate must be set for each video mode resolution with the below variables:
SET SSTV2_REFRESH_512x384=60/75/85/120
SET SSTV2_REFRESH_640x400=60/75/85/120
SET SSTV2_REFRESH_640x480=60/75/85/120
SET SSTV2_REFRESH_800x600=60/75/85/120
SET SSTV2_REFRESH_1024x768=60/75/85/120
Example: SET SSTV2_REFRESH_800x600=75
Q. I have installed my new Voodoo II video card and I don't have a Voodoo II tab in my Control Panel/Display.
A. You can only have up to a TOTAL of 12 tabs in your under "control panel/display".
1) First back up the registry in case you screw up something.
2) Go to "start/run" and then type in "regedit". Then find the below
key in your registry:
"HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Controls
Folder\Display\shellex\PropertySheetHandlers\"
Check how many entries for display tabs you have in
the above key. Under Win95, you are stuck with 4 tabs (Background, Screen Saver,
Appearance, and Settings) which do not show up here. If you have more than 8 under this
registry key, you won't see anymore than 8 plus the 4 you are stuck with in your display
tab. These 8 plus the 4 you are stuck with equals 12 tabs. If there is a tab you never
use, you can remove it here. If there is a tab for hardware you replaced or removed, but
didn't delete it from Control Panel\System\Device Manager before removing from your
system, delete that tab here.
3) Then reboot for your new display tab to take place.
Q. I get an error called "Mutual Exclusion Prohibits This" when starting a game with my Voodoo 2.
A. This mutual exclusion error is caused by the Voodoo II trying to run 2 applications at the same time. When you get this error, just hit "ctrl-alt-delete" and it will display everything that is running on your computer. You will see the game that is currently using the Voodoo2. Just highlight the game that is running and click "end task". Then everything should work just fine. As far as why this happens sometimes, I don't know. But this works for me every time. I suspect it could be from a 3DFX game not closing out properly in a previous session or it might be that you clicked the game .exe to many times and Win95 tries to start the game twice at the same time.
Q. I am having problems trying to run my Voodoo II with my S3 Virge 868/968
A
.. Get the S3 Fix 868/968 Fix Kit from 3DFX at the below URL.http://www.3dfx.com/software/download_s3fix.html
You Can Download The Latest Version Of "The 3 Fingers' Quake 2 Tweak Guide" At:
http://www.voodooextreme.com/3Fingers/
If you want the most comprehensive guide available on tweaking GL Quake and GL Quake World. Download the:
The 3 Fingers' Ultimate Tweak Guide For GL Quake & GL QW
http://www.voodooextreme.com/3Fingers/
Thanks go out to Nuitari and the Fahrenheit 176-Planet Quake website for providing many of the console commands and their definitions. Visit his excellent website for a complete listing of all known Quake2 console commands: http://www.planetquake.com/f176
For All The Latest Voodoo News Visit Voodoo Extreme:
http://www.voodooextreme.com/
I would like to thank the following people that have helped me along the way to bring this Tweak Guide to you. My partner Robert Heron (Chief #1 Webpage Plmp), who does all the work on our webpage. Billy "Wicked" Wilson and all the guys at Voodoo Extreme for giving us a homepage. Robert Osorio (The Flying Penguin), who always knows the answer to every question I ask. Steve Heapslip at Blues News for giving me a break when no one else would. Chris at Pure3D Central for being a pal. Thomas Pabst (Tom's Hardware) for using my Massive1 Demo and being a great guy. Scary, for giving me my first webpage. ID Software, for making the greatest game ever. 3DFX, for making the best damn video card on the planet. And all my friends on the 3DFX news group for supporting this tweak guide (Jake, Sgt D. Darren Winter, Richard Celeste, Foxman, Hal, Joe M, Nuitari, Flip Cody, Paul, Nuiprin, Dave, Anthony M, Israel Jano, Ray McCalla, William Ball, Dave, Murat Altiner and many others).
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© Copyright 1998 3Fingers' Quake2 Tweak Guide---------------------------------------* Copyright / Permissions
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You MAY distribute this file through any electronic network (Internet, FIDO, local BBS etc.), provided you leave the document intact and unaltered. You are NOT allowed to extract parts of the document and distribute them. All Rights Reserved.
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