OSP Tourney DM/CA/CTF for Quake3 ================================ Date: 28 Feb 03 Site: http://www.OrangeSmoothie.org Contact: rhea@OrangeSmoothie.org Version: 1.03 This readme explains the enhanced client-side support and options under OSP Tourney DM/CA/CTF. Connect/graphics problems: ========================== Try setting com_hunkmegs to 56 or 64 in your q3config.cfg (look for its current setting already in the .cfg file), autoexec.cfg or what- ever client config you exec on client launch. You can even specify this on the command-line with: +set com_hunkmegs 56. Naming conventions: =================== cg_* - General client-side options. ch_* - Stuff related to client HUD settings. cf_* - Stuff for client font (size) settings. Message Control characters: =========================== The following control characters describe additional features that can be utilized for such things as the team chat console, names in the OSP HUD and MOTD messages. ^B and ^b - make text blink ^F - makes the text display only at the first half of a second ^f - makes the text display only at the last half of a second ^N - resets control stuff like ^B, ^F, ^f ^Xrrggbb - allows the user to define the color using the rgb values (hex) (e.g. ^XFF0000 is red, ^X777777 some kind of grey). Setting restrictions ==================== The following settings are enforced for internet play: r_lodcurveerror must be set to 250 r_fullbright must be set to 0 r_subdivisions must be no greater than 80 r_znear must be set to 4 r_shownormals must be set to 0 r_showtris must be set to 0 If you have settings that violate any of these rules, OSP will reset the faulty variable to an acceptable setting and issue a vid_restart. A side- effect of this will mean that maps may appear to load more than once upon connecting to a server. Other clamps: cg_bobup clamped to +/- 0.005 upper bound of cg_fov clamped to 140 upper bound of cg_zoomFov clamped to 140 cg_shadows clamped to between 0 and 1 no cg_thirdperson view if in the game (and on a dedicated server) com_maxfps must be between 1 and 125 (not bound for listen server) ---> Can be disabled with a callvote of capfps 0 Available chat tokens ===================== #A - Armor Current armor value (lower-case "a" will print the value with color coding, depending on the level of the value) #C - Corpse The location where you last died /say_team "Overrun at #C" #D - Damaged by The last player to score a hit on you /say_team "#D is here and he's heavily armed!" #F - nearest Friend Reports closest teammate in team-based gametypes. #H - Health Current health value (lower-case "h" will print the value with color coding, depending on the level of the value) /say_team "Hurting bad - #H/#A" #I - Item (nearest available) Shows the nearest "significant" (weapon, armor, powerup, or MH) available item, and that includes dropped items. Note, you must be able to *see* the center of the item (not just an edge).. this requires you to be facing in the general direction of the object. /say_team "#I available here" #K - ammopacK (nearest available) Just like #I, except it reports only closest available ammopack. #L - Location Many maps have terrible target_location entities e.g. PG on PRO-DM6 shows as YA "(pF.arQon) (YA): Weapon available" is a bit crap, neh? This shows the nearest "significant" item spawn (weapon, armor, powerup, or MH), whether the item is there or not #M - aMmo wanted Lists all types of ammo for weapons you have that are empty or are nearly emptry (between 0 and 5 ammo). /say_team "Need #M" #P - last item Picked up Reports last item picked up. Useful for reporting when you pick up an important item (i.e. quad). #R - health/aRmor (nearest available) Just like #I, except it reports only closest available health/armor. #T - Target The last player you hit /say_team "#T is weak - finish him!" #U - powerUps Lists all powerups you currently possess #W - current Weapon held Prints the abbreviated name of the weapon you are currently holding Client commands =============== addstr [target_string] [source_string] Appends [source_string] to [target_string] (promode only) currenttime Displays current local time. menu Allows for adjustment of the various OSP-enhanced variables and options. Below is a decription of supporting commands to utilize this client game option (note: words between ""'s are actually console commands): - "menu" enables the menu - "weapprev" and "weapnext" to scroll up and down though the menu (bound to '[' and ']' respectively, by default). - "menuleft" and "menuright" to select menu items, or to make values for some menu options decrease or increase. It is suggested that you bind these menu commands (i.e. weapprev, weapnext, menuleft, menuright and menu) to some out-of-the-way keys: bind / menu bind [ weapprev bind ] weapnnext bind ";" menuleft bind ' menuright modif[1..5] stuff +modif[1..5] and -modif[1..5] supports the option for people who want to double-bind multiple keys using key sequences, as shown in the example below: set normkeys "bind 1 weapon 1; bind 2 weapon 2" set altkeys "bind 1 say_team nme incoming; bind 2 say_team base is safe" +modif1 vstr normkeys -modif1 vstr altkeys bind shift +modif1 Now when pressing the SHIFT key, +modif1 wil be executed. When it is released, the vstr bound to -modif1 will be executed. In this example, pressing shift will bind the 1 and 2 keys to weapons 1 and 2. When SHIFT is released, the 1 and 2 keys will be bound to "say_team nme incoming!" and "say_team base is under attack!". As a usage scenario from the above example, tapping the SHIFT key and then hitting the 1 key will result in issuing a "say_team nme incoming!". Pressing and HOLDING the SHIFT key while tapping the 1 key will switch to weapon 1. use \+modif1 ? to check what's bound to +modif1 Note: This command requires initialization AFTER the cgame is loaded. You simply cannot set your modif settings in a config file and expect them to automatically work (they are cgame commands). However, you CAN use the "cg_execVstr" cvar to do an auto-init on OSP 1.01 servers and higher. serverversion Displays current OSP version and all referenced .pk3s used by the server. Very helpful for determing what OSP version and .pk3 files used in a demo (the command can be used at any time while a demo is running). +/-actions This is the Q3comp version of the same thing. set action1up "bind 1 weapon 1; bind 2 weapon 2" set action1down "bind 1 say_team nme incoming!; bind 2 say_team base is safe" bind shift +action1 This will do the same thing as the modif example. You can have up to 10 actions. (0-9) +fire [weap_1] [weap_2] ... Specifies a chain of weapons to attempt to switch to and fire, e.g.: +fire 5 3 Switches to and fires the RL, if available, else it switches to the SG and fires, else no action is performed (promode only). select [weap_1] [weap_2] ... Just like +fire, except the weapon is NOT fired. +vstr [down_command] [upcommand] Another useful way to create weapon switching scripts. Here's an example: set shaft "weapon 6; wait 2; +attack" set unfire "-attack" bind mouse2 +vstr shaft unfire General Game Options: ===================== General in-game client-side options to tweak fall under the cg_* category. For most of the HUD (heads-up-display) options, see the ch_* and cf_* options, listed in the next sections. cg_altGrenades <0|1> (default = 0 - baseq3 grenade skin) Utilizes an alternate (prettier) skin/model for the grenades from the grenade launcher. cg_altLightning <0|1> (default = 0 - new 1.29/promode skin) Utilizes the original skin (pre 1.29) for the shaft of the lightning gun. cg_altPlasma <0|1> (default = 0 - baseq3 plasma skin) Utilizes an alternate (prettier) skin for the plasma bolts of the plasma gun. cg_ammoCheck <0|1> (default = 0 - disabled) Disables the ability to switch to a weapon that doesn't have any ammo. Useful for multiple-weapon binds. cg_autoAction <option_bitmask> (default = 0) Automatically performs actions at certain points in the game. <option_bitmask>: 1 - Automatically save stats to a local text file at the end of a match. Logs will be stored in: <osp_root>/stats/<date>/<logname>.txt 2 - Automatically takes an end-level screenshot 4 - Automatically records a match (requires a full warmup server - g_warmup = 0) 8 - Dump your team's weapon stats 16 - Dump all players' weapon stats cg_clientLog <value> (default = 0) Enables client-side logging option. A non-zero value of "X" (where "X" is 1 or higher) enables logging all of messages issued during gameplay. Colors are stripped and time-stamps are included! All entries are appended to osp/client_logs/clientX.txt text file. cg_Customloc <0|1> (Default = 0 - disabled) Use custom location information (from files in the locs/<mapname>.cfg directory) for the teamoverlay and teamchat locations. To add locations for a map, move to a particular location, and then issue: \addpos...
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