Too lazy to comment

This commit is contained in:
2020-01-05 22:57:26 +01:00
parent 6665d4df7b
commit c27386462f
4364 changed files with 505434 additions and 20504 deletions

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fteqw64 Executable file

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map ad_devkit1
maps
map ad_crucial
uit
sky interstellar
sky interstellar_
sky 0
loadsky
sky intersellar_
sky interstllar_
sky interstellar_
fly
fog
fog 0.1
maps
map zombietest
map test
map zombietest
god
maps
map kellbase1
maps
map ne_basetet
map ne_basetest
maps
map breakable
maps
map kelltest5
skies
sky
sky epiphany
map xj19_here
r_drawentities
r_drawentities 0
r_drawentities 1
fly
noclip
fly
flymode
flymodefly
fly
noclip
maps
map basemap-valve

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id1/fte.cfg Normal file
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// Quake config file
bind "TAB" "+showscores"
bind "ENTER" "+jump"
bind "ESCAPE" "togglemenu"
bind "SPACE" "+jump"
bind "+" "sizeup"
bind , "+klook"
bind - "sizedown"
bind . "+mlook"
bind 0 "impulse 0"
bind 1 "impulse 1"
bind 2 "impulse 2"
bind 3 "impulse 3"
bind 4 "impulse 4"
bind 5 "impulse 5"
bind 6 "impulse 6"
bind 7 "impulse 7"
bind 8 "impulse 8"
bind = "sizeup"
bind [ "impulse 10"
bind ] "impulse 12"
bind ` "toggleconsole"
bind a "+moveleft"
bind d "+moveright"
bind e "+movedown"
bind q "+moveup"
bind s "+back"
bind t "messagemode"
bind w "+forward"
bind ~ "toggleconsole"
bind PAUSE "pause"
bind UPARROW "+forward"
bind DOWNARROW "+back"
bind LEFTARROW "+left"
bind RIGHTARROW "+right"
bind LALT "+strafe"
bind LCTRL "+attack"
bind LSHIFT "+speed"
bind PGDN "+lookdown"
bind PGUP "+lookup"
bind END "centerview"
bind F1 "help"
bind F2 "menu_save"
bind F3 "menu_load"
bind F4 "menu_options"
bind F5 "menu_multiplayer"
bind F6 "echo Quicksaving...; wait; save quick"
bind F9 "echo Quickloading...; wait; load quick"
bind F10 "quit"
bind F12 "screenshot"
bind MOUSE1 "+attack"
bind MOUSE2 "+forward"
bind MOUSE3 "+zoom_key"
bind MOUSE4 "togglemenu"
bind MWHEELUP "impulse 10"
bind MWHEELDOWN "impulse 12"
bind GP_B "togglemenu"
bind GP_X "+zoom_key"
bind GP_Y "-mlook; force_centerview; +mlook"
bind GP_LSHOULDER "impulse 12"
bind GP_RSHOULDER "impulse 10"
bind GP_LTRIGGER "+jump"
bind GP_RTRIGGER "+attack"
setinfo * ""
setinfo "emodel" "6967"
setinfo "pmodel" "33168"
setinfo "chat" "2"
p2 setinfo * ""
p3 setinfo * ""
p4 setinfo * ""
serverinfo * ""
serverinfo "map" "e1m1"
localinfo * ""
//////////////////
//Aliases
alias +attack2 "+button3"
alias +crouch "impulse 22"
alias -attack2 "-button3"
alias -crouch "impulse 22"
alias restart "map_restart"
alias restart_ents "changelevel . ."
alias startmap_sp "map start"
alias zoom_in "sensitivity 2;fov 90;wait;fov 70;wait;fov 50;wait;fov 30;wait;fov 10;wait;fov 5;bind F11 zoom_out"
alias zoom_out "sensitivity 4;fov 5;wait;fov 10;wait;fov 30;wait;fov 50;wait;fov 70;wait;fov 90;bind F11 zoom_in; sensitivity 3"
// Shader Conditions
seta r_part_classic_square "0"
// Custom variables
seta v_viewmodel_quake "0"
// Text editor
pr_debugger "0" //When enabled, QC errors and debug events will enable step-by-step tracing.
// Cheats
seta cl_fullpitch "1" //When set, attempts to unlimit the default view pitch. Note that some servers will screw over your angles if you use this, resulting in terrible gameplay, while some may merely clamp your angle serverside. This is also considered a cheat in quakeworld, ^1so this will not function there^7. For the equivelent in quakeworld, use serverinfo minpitch+maxpitch instead, which applies to all players fairly.
// Item effects
seta r_drawflame "1" //Set to -1 to disable ALL static entities. Set to 0 to disable only wall torches and standing flame. Set to 1 for everything drawn as normal.
seta cl_nolerp "0" //Disables interpolation. If set, missiles/monsters will be show exactly what was last received, which will be jerky. Does not affect players. A value of 2 means 'interpolate only in single-player/coop'.
seta cl_deadbodyfilter "0"
seta cl_gibfilter "0"
v_powerupshell "0"
cl_r2g "0" //Uses progs/grenade.mdl instead of progs/missile.mdl when 1.
r_rocketlight "1"
cl_staticsounds "1"
seta gl_simpleitems "0"
cl_model_bobbing "0"
// client input controls
m_side "0.8"
m_forward "1"
m_yaw "0.022"
m_pitch "0.022"
sensitivity "7"
lookstrafe "0"
lookspring "0"
cl_sidespeed "350"
cl_backspeed "400" //The base speed that you move backwards at. If empty, uses the value of cl_forwardspeed instead.
cl_forwardspeed "400"
cl_upspeed "200"
// Temporary entity control
r_rocketlight_colour "2.0 1.0 0.25 200"
r_brightlight_colour "2.0 1.0 0.5 400"
r_dimlight_colour "2.0 1.0 0.5 200"
r_muzzleflash_fade "1.5 0.75 0.375 1000"
r_muzzleflash_colour "1.5 1.3 1.0 200"
r_explosionlight_fade "0.784 0.92 0.48"
r_explosionlight_colour "4.0 2.0 0.5"
r_explosionlight "1"
seta cl_expsprite "0" //Display a central sprite in explosion effects. QuakeWorld typically does so, NQ mods should not (which is problematic when played with the qw protocol).
// Voice Chat
cl_voip_bitrate "3000" //For codecs with non-specific bitrates, this specifies the target bitrate to use.
cl_voip_autogain "0" //Attempts to normalize your voice levels to a standard level. Useful for lazy people, but interferes with voice activation levels.
cl_voip_noisefilter "1" //Enable the use of the noise cancelation filter.
cl_voip_codec "" //0: speex(@11khz). 1: raw. 2: opus. 3: speex(@8khz). 4: speex(@16). 5:speex(@32). 6: pcma. 7: pcmu.
cl_voip_micamp "2" //Amplifies your microphone when using voip.
cl_voip_ducking "0.5" //Scales game audio by this much when someone is talking to you. Does not affect your speaker volume when you speak (minimum of cl_voip_capturingvol and cl_voip_ducking is used).
cl_voip_play "1" //Enables voip playback. Value is a volume scaler.
cl_voip_showmeter "1" //Shows your speech volume above the standard hud. 0=hide, 1=show when transmitting, 2=ignore voice-activation disable
cl_voip_capturingvol "0.5" //Volume multiplier applied while capturing, to avoid your audio from being heard by others. Does not affect game volume when others speak (minimum of cl_voip_capturingvol and cl_voip_ducking is used).
cl_voip_vad_threshhold "15" //This is the threshhold for voice-activation-detection when sending voip data
cl_voip_send "0" //Sends voice-over-ip data to the server whenever it is set.
//0: only send voice if +voip is pressed.
//1: voice activation.
//2: constantly send.
//+4: Do not send to game, only to rtp sessions.
cl_voip_capturedevice ""
// Sound controls
s_device "" //This is the sound device(s) to use, in the form of driver:device.
//If desired, multiple devices can be listed in space-seperated (quoted) tokens. _s_device_opts contains any enumerated options.
//In all seriousness, use the menu to set this if you wish to keep your hair.
s_localvolume "1" //Sound level for sounds local or originating from the player such as firing and pain sounds.
s_inactive "1" //Play sound while application is inactive (ie: tabbed out). Needs a snd_restart if changed.
s_doppler_max "2" //Highest allowed doppler scale, to avoid things getting too weird.
s_doppler_min "0.5" //Slowest allowed doppler scale.
s_doppler "0" //Enables doppler, with a multiplier for the scale.
s_bits "16"
s_numspeakers "2" //Number of hardware audio channels to use. FTE Quake supports up to 6.
s_swapstereo "0"
s_khz "48" //Sound speed, in kilohertz. Common values are 11, 22, 44, 48. Values above 1000 are explicitly in hertz.
s_mixahead "0.1" //Specifies how many seconds to prebuffer audio. Lower values give less latency, but might result in crackling. Different hardware/drivers have different tolerances, and this setting may be ignored completely where drivers are expected to provide their own tolerances.
s_ambientfade "100"
s_ambientlevel "0.3" //This controls the volume levels of automatic area-based sounds (like water or sky), and is quite annoying. If you're playing deathmatch you'll definitely want this OFF.
musicvolume "1" //Volume level for background music.
s_loadas8bit "0" //Downsample sounds on load as lower quality 8-bit sound.
volume "0.7" //Volume level for game sounds (does not affect music, voice, or cinematics).
mastervolume "1" //Additional multiplier for all other sounds.
nosound "0" //Disable all sound from the engine. Cannot be overriden by configs or anything if set via the -nosound commandline argument.
// input controls
m_accel "0" //Values >0 will amplify mouse movement proportional to velocity. Small values have great effect. A lot of good Quake Live players use around the 0.1-0.2 mark, but this depends on your mouse CPI and polling rate.
m_touchmajoraxis "1" //When using a touchscreen, use only the major axis for strafing.
m_slidethreshold "10" //How far your finger needs to move to be considered a slide event (touchscreens).
m_fatpressthreshold "0.2" //How fat your thumb has to be to register a fat press (touchscreens).
m_touchstrafe "1" //0: entire screen changes angles only.
//1: right hand side controls strafing.
//2:left hand side strafes.
m_filter "0"
// Server Browser Vars
sb_showtimelimit "0"
sb_showfraglimit "0"
sb_showplayers "1"
sb_showgamedir "0"
sb_showmap "0"
sb_showaddress "0"
sb_showping "1"
sb_sortcolumn "0"
sb_hideproxies "1"
sb_hidequakeworld "0"
sb_hidenetquake "0"
sb_hidedead "1"
sb_hidefull "0"
sb_hidenotempty "0"
sb_hideempty "0"
sb_alpha "0.7"
// Menu thingumiebobs
seta m_preset_chosen "1"
// server control variables
sv_savefmt "" //Specifies the format used for the saved game.
//0=legacy.
//1=fte
//2=binary
sv_autosave "5" //Interval for autosaves, in minutes. Set to 0 to disable autosave.
sv_crypt_rcon "" //Controls whether the rcon password must be hashed or not. Hashed passwords also partially prevent replay attacks, but does NOT prevent malicious actors from reading the commands/results.
//0: completely insecure. ONLY allows plain-text passwords. Do not use.
//1: Mandatory hashing (recommended).
//Empty: Allow either, whether the password is secure or not is purely the client's responsibility/fault. Only use this for comptibility with old clients.
sv_rconlim "4" //Blocks repeated (invalid) rcon attempts.
seta maxpitch "90" //Assumed to be 80
seta minpitch "-90" //Assumed to be -70
// Progs variables
sv_progs "" //Specifies the filename of the gamecode to use serverside. Empty means autodetect - typically loading either progs or qwprogs depending on gamedir priority, then based upon deathmatch settings.
temp1 "0"
saved4 "0"
saved3 "0"
saved2 "0"
saved1 "0"
savedgamecfg "0"
// Particle effects
gl_part_flame "1" //Enable particle emitting from models. Mainly used for torch and flame effects.
seta r_part_classic_opaque "0" //Disables transparency on classic particles, for the oldskool look.
seta r_part_classic_expgrav "10" //Scaler for how fast classic explosion particles should accelerate due to gravity. 1 for like vanilla, 10 for like zquake.
seta r_part_density "1"
r_part_contentswitch "1" //Enable particle effects to change based on content (ex. water).
r_particle_tracelimit "0x7fffffff" //Number of traces to allow per frame for particle physics.
r_part_rain_quantity "1"
r_part_rain "0" //Enable particle effects to emit off of surfaces. Mainly used for weather or lava/slime effects.
r_bouncysparks "1" //Enables particle interaction with world surfaces, allowing for bouncy particles, stains, and decals.
seta r_particledesc "high tsshaft"
seta r_particlesystem "script"
// Screen Options
cl_yieldcpu "1" //Attempt to yield between frames. This can resolve issues with certain drivers and background software, but can mean less consistant frame times. Will reduce power consumption/heat generation so should be set on laptops or similar (over-hot/battery powered) devices.
cl_idlefps "60" //This is the maximum framerate to attain while idle/paused/unfocused.
cl_maxfps "250" //Sets the maximum allowed framerate. If you're using vsync or want to uncap framerates entirely then you should probably set this to 0. Set cl_yieldcpu 0 if you're trying to benchmark.
cl_hudswap "0"
seta cl_sbar "0"
show_fps "0" //Displays the current framerate on-screen.
//1: framerate average over a second.
//2: Slowest frame over the last second (the game will play like shit if this is significantly lower than the average).
//3: Shows the rate of the fastest frame (not very useful).
//4: Shows the current frame's timings (this depends upon timer precision).
//5: Display a graph of how long it took to render each frame, large spikes are BAD BAD BAD.
//6: Displays the standard deviation of the frame times, if its greater than 3 then something is probably badly made, or you've a virus scanner running...
//7: Framegraph, for use with slower frames.
scr_fov_mode "4" //Controls what the fov cvar actually controls:
//0: largest axis (ultra-wide monitors means less height will be visible).
//1: smallest axis (ultra-wide monitors will distort at the edges).
//2: horizontal axis.
//3: vertical axis.
//4: 4:3 horizontal axis, padded for wider resolutions (for a more classic fov)
r_viewmodel_fov "90" //field of vision, 1-170 degrees, standard fov is 90, nquake defaults to 108.
fov "90" //field of vision, 1-170 degrees, standard fov is 90, nquake defaults to 108.
viewsize "100"
// Realtime Lighting
r_sun_colour "0 0 0" //Specifies the colour of sunlight that appears in the form of crepuscular rays.
r_shadow_shadowmapping "1" //Enables soft shadows instead of stencil shadows.
seta r_shadow_realtime_dlight_shadows "1" //Allows dynamic realtime lights to cast shadows as they move.
seta r_shadow_realtime_dlight "1" //Enables the use of dynamic realtime lights, allowing explosions to use bumpmaps etc properly.
r_shadow_realtime_world_shadows "1"
seta r_shadow_realtime_world "1" //Enables the use of static/world realtime lights.
// Video config
vid_desktopsettings "0" //Ignore the values of vid_width and vid_height, and just use the same settings that are used for the desktop.
vid_displayfrequency "0"
vid_height "480" //The screen height to attempt to use, in physical pixels. 0 means use desktop resolution.
vid_width "640" //The screen width to attempt to use, in physical pixels. 0 means use desktop resolution.
vid_triplebuffer "1" //Specifies whether the hardware is forcing tripplebuffering on us, this is the number of extra page swaps required before old data has been completely overwritten.
vid_conautoscale "1" //Changes the 2d scale, including hud, console, and fonts. To specify an explicit font size, divide the desired 'point' size by 8 to get the scale. High values will be clamped to maintain at least a 320*200 virtual size.
vid_conheight "0"
vid_conwidth "0"
vid_bpp "0" //The number of colour bits to request from the renedering context
vid_fullscreen "0"
vid_renderer "" //Specifies which backend is used. Values that might work are: sv (dedicated server), headless (null renderer), vk (vulkan), gl (opengl), egl (opengl es), d3d9 (direct3d 9), d3d11 (direct3d 11, with default hardware rendering), d3d11 warp (direct3d 11, with software rendering).
in_windowed_mouse "1"
vid_vsync "0"
vid_devicename "" //Specifies which video device to try to use. If blank or invalid then one will be guessed.
gl_driver "" //Specifies the graphics driver name to load. This is typically a filename. Blank for default.
// bloom
seta r_bloom "1" //Enables bloom (light bleeding from bright objects). Fractional values reduce the amount shown.
// Graphical Nicaties
seta r_replacemodels "md3 md2" //A list of filename extensions to attempt to use instead of mdl.
r_shadows "0" //Draw basic blob shadows underneath entities without using realtime lighting.
seta r_lightmap "0"
seta r_drawflat "0"
seta gl_load24bit "1"
r_telealpha ""
r_slimealpha "0.7"
r_lavaalpha "1"
r_wateralpha "0.5"
seta r_fastsky "0"
seta r_nolightdir "0"
seta r_nolerp "0"
seta r_dynamic "0" //-1: the engine will use only pvs to determine which surfaces are visible. This can significantly reduce CPU time, but only if there are many surfaces with few textures visible from the camera.
//0: no standard dlights at all.
//1: coloured dlights will be used, they may show through walls. These are not realtime things.
//2: The dlights will be forced to monochrome (this does not affect coronas/flashblends/rtlights attached to the same light).
seta r_waterwarp "1" //Enables fullscreen warp, preferably via glsl. -1 specifies to force the fov warp fallback instead which can give a smidge more performance.
r_drawviewmodel "1"
r_bloodstains "1"
gl_font "" //Specifies the font file to use. a value such as FONT:ALTFONT specifies an alternative font to be used when ^^a is used.
//When using TTF fonts, you will likely need to scale text to at least 150% - vid_conautoscale 1.5 will do this.
//TTF fonts may be loaded from your windows directory. 'gl_font cour?col=1,1,1:couri?col=0,1,0' loads eg: c:\windows\fonts\cour.ttf, and uses the italic version of courier for alternative text, with specific colour tints.
con_textfont "" //Specifies the font file to use. a value such as FONT:ALTFONT specifies an alternative font to be used when ^^a is used.
//When using TTF fonts, you will likely need to scale text to at least 150% - vid_conautoscale 1.5 will do this.
//TTF fonts may be loaded from your windows directory. 'gl_font cour?col=1,1,1:couri?col=0,1,0' loads eg: c:\windows\fonts\cour.ttf, and uses the italic version of courier for alternative text, with specific colour tints.
r_glsl_turbscale_refract "1" //Controls the strength of the underwater ripples (used by the altwater glsl code).
r_glsl_turbscale_reflect "1" //Controls the strength of the water reflection ripples (used by the altwater glsl code).
r_glsl_offsetmapping_reliefmapping "0" //Changes the paralax sampling mode to be a bit nicer, but noticably more expensive at high resolutions. r_glsl_offsetmapping must be set.
seta r_glsl_offsetmapping "1" //Enables the use of paralax mapping, adding fake depth to textures.
r_stereo_method "0" //Value 0 = Off.
//Value 1 = Attempt hardware acceleration. Requires vid_restart.
//Value 2 = red/cyan.
//Value 3 = red/blue.
//Value 4=red/green.
//Value 5=eye strain.
seta r_renderscale "1" //Provides a way to enable subsampling or super-sampling
seta r_graphics "1" //Turning this off will result in ascii-style rendering.
r_fxaa "0" //Runs a post-procesing pass to strip the jaggies.
r_telestyle "1" //See r_waterstyle, but affects only teleporters. If empty, defers to r_waterstyle.
r_slimestyle "" //See r_waterstyle, but affects only slime. If empty, defers to r_waterstyle.
seta r_lavastyle "1" //See r_waterstyle, but affects only lava. If empty, defers to r_waterstyle.
seta r_waterstyle "2" //Changes how water, and teleporters are drawn. Possible values are:
//0: fastturb-style block colour.
//1: regular q1-style water.
//2: refraction(ripply and transparent)
//3: refraction with reflection at an angle
//4: ripplemapped without reflections (requires particle effects)
//5: ripples+reflections
r_fastturbcolour "0.1 0.2 0.3" //The colour to use for water surfaces draw with r_waterstyle 0.
gl_specular_fallbackexp "1"
gl_specular_fallback "0.05"
gl_specular_power "32"
seta gl_specular "1"
gl_flashblendscale "0.35"
seta gl_flashblend "0"
r_coronas_fadedist "256" //Coronas will fade out over this distance.
r_coronas_mindist "128" //Coronas closer than this will be invisible, preventing near clip plane issues.
r_coronas_occlusion "" //Specifies that coronas should be occluded more carefully.
//0: No occlusion, at all.
//1: BSP occlusion only (simple tracelines).
//2: non-bsp occlusion also (complex tracelines).
//3: Depthbuffer reads (forces synchronisation).
//4: occlusion queries.
r_coronas_intensity "1" //Alternative intensity multiplier for coronas.
seta r_coronas "1" //Draw coronas on realtime lights. Overrides glquake-esque flashblends.
seta r_stains "0"
r_hdr_irisadaptation "0"
r_hdr_framebuffer "0" //If enabled, the map will be rendered into a high-precision image framebuffer. This avoids issues with shaders that contribute more than 1 in any single pass (like overbrights). Can also be set to the name of an image format, to force rendering to that format first - interesting formats are L8, RGB565, B10G11R11F, and others.
r_lightmap_format "" //Overrides the default texture format used for lightmaps. rgb9e5 is a good choice for HDR.
seta r_lightstylesmooth "1"
seta r_loadlit "1" //Whether to load lit files.
//0: Do not load external rgb lightmap data.
//1: Load but don't generate.
//2: Generate ldr lighting (if none found).
//3: Generate hdr lighting (if none found).
//Note that regeneration of lightmap data may be unreliable if the map was made for more advanced lighting tools.
//Deluxemap information will also be generated, as appropriate.
seta r_softwarebanding "0" //Utilise the Quake colormap in order to emulate 8bit software rendering. This results in banding as well as other artifacts that some believe adds character. Also forces nearest sampling on affected surfaces (palette indicies do not interpolate well).
gl_overbright_all "0"
gl_overbright "1"
seta r_deluxemapping "0" //Enables bumpmapping based upon precomputed light directions.
//0=off
//1=use if available
//2=auto-generate (if possible)
r_lodbias "0" //Biases the level-of-detail on models (for those that have lod).
r_lodscale "5" //Scales the level-of-detail reduction on models (for those that have lod).
// GL Renderer Options
seta gl_texture_anisotropy "16" //Allows for higher quality textures on surfaces that slope away from the camera (like the floor). Set to 16 or something. Only supported with trilinear filtering.
d_lodbias "0" //Biases choice of mipmap levels. Positive values will give more blury textures, while negative values will give crisper images (but will also give some mid-surface aliasing artifacts).
seta d_mipcap "0 1000" //Specifies the range of mipmap levels to use.
seta gl_texturemode2d "l" //Specifies how 2d images are sampled. format is a 3-tupple
seta gl_texturemode "lll" //Specifies how world/model textures appear. Typically 3 letters eg lln.
//First letter can be l(inear) or n(earest) and says how to sample from the mip (when downsampling).
//The middle letter can . to disable mipmaps, or l or n to describe whether to blend between mipmaps.
//The third letter says what to do when the texture is too low resolution and is thus the most noticable with low resolution textures, a n will make it look like lego, while an l will keep it smooth.
seta gl_blendsprites "1" //Blend sprites instead of alpha testing them
r_lightprepass "0" //Experimental. Attempt to use a different lighting mechanism (aka: deferred lighting). Requires vid_reload to take effect.
vid_desktopgamma "0" //Apply gamma ramps upon the desktop rather than the window.
seta vid_hardwaregamma "4" //Use hardware gamma ramps. 0=ugly texture-based gamma, 1=glsl(windowed) or hardware(fullscreen), 2=always glsl, 3=always hardware gamma (disabled if hardware doesn't support), 4=scene-only gamma.
vid_srgb "0" //-1: Only the framebuffer should use sRGB colourspace, textures and colours will be assumed to be linear. This has the effect of just brightening the screen according to a gamma ramp of about 2.2 (or .45 in quake's backwards gamma terms).
//0: Off. Colour blending will be wrong, you're likely to see obvious banding.
//1: Use sRGB extensions/support to ensure that the lighting aproximately matches real-world lighting (required for PBR).
//2: Attempt to use a linear floating-point framebuffer, which should enable monitor support for HDR.
//Note that driver behaviour varies by a disturbing amount, and much of the documentation conflicts with itself (the term 'linear' is awkward when the eye's perception of linear is non-linear).
vid_multisample "2" //The number of samples to use for Multisample AntiAliasing (aka: msaa). A value of 1 explicitly disables it.
r_novis "0"
gl_lightmap_average "0" //Determine lightmap values based upon the center of the polygon. This will give a more buggy look, quite probably.
gl_lightmap_nearest "0" //Use nearest sampling for lightmaps. This will give a more blocky look. Meaningless when gl_lightmap_average is enabled.
gl_compress "0" //Enable automatic texture compression even for textures which are not pre-compressed.
gl_picmip_other "0" //Effectively added to gl_picmip for the purposes of model textures.
gl_picmip_sprites "0" //Effectively added to gl_picmip for the purposes of sprite textures.
gl_picmip_world "0" //Effectively added to gl_picmip for the purposes of world textures.
gl_picmip2d "0" //Reduce hud/menu texture sizes by some exponential factor.
gl_picmip "0" //Reduce world/model texture sizes by some exponential factor.
gl_motionblur "0"
r_noaliasshadows "0"
seta r_noframegrouplerp "0"
seta r_lerpmuzzlehack "1"
gl_lerpimages "1" //Enables smoother resampling for images which are not power-of-two, when the drivers do not support non-power-of-two textures.
gl_nocolors "0"
seta gl_affinemodels "0"
// View variables
brightness "0.0" //Brightness is how much 'white' to add to each and every pixel on the screen.
v_contrastboost "1.0" //Amplifies contrast in dark areas
contrast "1" //Scales colour values linearly to make your screen easier to see. Setting this to anything but 1 without hardware gamma will reduce your framerates a little.
gamma "1" //Controls how bright the screen is. Setting this to anything but 1 without hardware gamma requires glsl support and can noticably harm your framerate.
seta cl_bob "0.02" //Controls how much the camera position should bob up down as the player runs around.
seta cl_rollangle "2.0" //Controls the maximum view should tilt while strafing.
seta gl_polyblend "1" //Controls whether temporary whole-screen colour changes should be honoured or not. Change gl_cshiftpercent if you want to adjust the intensity.
//This does not affect v_cshift commands sent from the server.
cl_crossy "0"
cl_crossx "0"
crosshairsize "8"
crosshair "2"
crosshaircolor "255 255 255"
v_viewheight "0"
seta v_gunkick "1" //Controls the strength of view angle changes when firing weapons.
v_contentblend "1" //Controls the strength of underwater colour tints (gl_polyblend must be enabled).
// Filesystem
fs_cache "1"
// client operation options
cl_download_mapsrc "" //Specifies an http location prefix for map downloads. EG: "http://example.com/path/quakemaps/"
cl_nopext "0"
cl_standardmsg "0" //Disables auto colour coding in console prints.
cl_standardchat "0" //Disables auto colour coding in chat messages.
requiredownloads "1" //0=join the game before downloads have even finished (might be laggy). 1=wait for all downloads to complete before joining.
seta cl_demoreel "0" //When enabled, the engine will begin playing a demo loop on startup.
cl_playerclass ""
w_switch ""
b_switch ""
noaim ""
msg "1" //Filter console prints/messages. Only functions on QuakeWorld servers. 0=pickup messages. 1=death messages. 2=critical messages. 3=chat.
drate "3000000" //A rough measure of the bandwidth to try to use while downloading (in bytes per second).
rate "30000" //A rough measure of the bandwidth to try to use while playing. Too high a value may result in 'buffer bloat'.
bottomcolor ""
topcolor ""
team ""
model ""
skin ""
name "Player"
cl_crypt_rcon "1" //Controls whether to send a hash instead of sending your rcon password as plain-text. Set to 1 for security, or 0 for backwards compatibility.
//Your command and any responses will still be sent as plain text.
//Instead, it is recommended to use rcon ONLY via dtls/tls/wss connections.
cfg_save_name "fte" //This is the config name that is saved by default when no argument is specified.
cfg_save_buttons "0" //If 1, saves the state of things such as +mlook or +forward to configs.
cfg_save_binds "1" //If 1, saves all key bindings to configs.
cfg_save_aliases "1" //If 1, saves userinfo and serverinfo to configs.
cfg_save_infos "1" //If 1, saves userinfo and serverinfo to configs.
cfg_save_auto "0" //If 1, the config will automatically be saved and without prompts. If 0, you'll have to save your config manually (possibly via prompts from the quit menu).
cfg_save_all "" //If 1, cfg_save ALWAYS saves all cvars. If 0, cfg_save only ever saves archived cvars. If empty, cfg_save saves all cvars only when an explicit filename was given (ie: when not used internally via quit menu options).

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id1/maps/basemap-valve.bsp Normal file

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id1/maps/test_example.bsp Normal file

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maptimes.txt Normal file
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"id1/pak0.pak/maps/start.bsp" 15.5486135 15.5486135 0 0

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@@ -26,6 +26,7 @@ bind "d" "+moveright"
bind "e" "+movedown"
bind "i" "impulse 175"
bind "q" "+moveup"
bind "r" "+moveup"
bind "s" "+back"
bind "t" "messagemode"
bind "w" "+forward"
@@ -72,32 +73,32 @@ bgmvolume "1"
cfg_unbindall "1"
cl_anglespeedkey "1.5"
cl_autodemo "0"
cl_backspeed "400"
cl_backspeed "200"
cl_bob "0.02"
cl_bobcycle "0.6"
cl_bobside "0.02"
cl_bobsidecycle "0.9"
cl_bobsideup "0.5"
cl_bobup "0.5"
cl_forwardspeed "400"
cl_forwardspeed "200"
cl_item_bobbing "0"
cl_maxpitch "90"
cl_minpitch "-90"
cl_movespeedkey "2.0"
cl_pitchspeed "150"
cl_rollangle "2.0"
cl_sidebobbing "0"
cl_sidebobbing "1"
cl_sidespeed "350"
cl_truelightning "0"
cl_upspeed "200"
cl_yawspeed "140"
con_verbose "0"
contrast "1"
crosshair "1"
crosshair "2"
cutscene "1"
fov "90"
gamma "0.75"
gl_flashblend "0"
gl_flashblend "1"
gl_polyblend "1"
gl_subdivide_size "128"
gl_texture_anisotropy "1"
@@ -129,7 +130,7 @@ nomouse "0"
pq_bindprotect "0"
pq_download_http_locs "0"
pq_moveup "0"
qmb_active "0"
qmb_active "1"
qmb_blood "1"
qmb_bounceparticles "1"
qmb_bubbles "1"
@@ -169,13 +170,13 @@ r_oldwater "1"
r_particles "1"
r_quadparticles "1"
r_slimealpha "0.7"
r_stains "1"
r_stains "0"
r_viewmodel_fov "90"
r_viewmodel_offset "0"
r_viewmodel_quake "0"
r_viewmodel_ring "1"
r_viewmodel_size "0"
r_wateralpha "0.800"
r_wateralpha "0.650"
r_waterripple "0"
r_waterwarp "1"
r_waterwarp_amp "150"
@@ -186,7 +187,7 @@ saved2 "0"
saved3 "0"
saved4 "0"
savedgamecfg "0"
scr_clock "-1"
scr_clock "0"
scr_conalpha "1"
scr_conscale "1"
scr_conspeed "300"
@@ -194,7 +195,7 @@ scr_conwidth "0"
scr_crosshairscale "1"
scr_menuscale "1"
scr_originalquake2d "0"
scr_sbaralpha "1"
scr_sbaralpha "0"
scr_sbarcentered "1"
scr_sbarscale "1"
scr_scaleauto "1"
@@ -208,7 +209,7 @@ v_gunkick "1"
v_kickpitch "0.6"
v_kickroll "0.6"
v_kicktime "0.5"
v_polyblend_lite "0"
v_polyblend_lite "1"
v_smoothstairs "1"
vid_fullscreen "0"
vid_hardwaregamma "0"
@@ -219,5 +220,5 @@ vid_sound_thread "1"
vid_touchscreen "0"
vid_vsync "0"
vid_width "640"
viewsize "100"
viewsize "110"
volume "0.7"

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mod_ad/s0.sav Normal file

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mod_ad/s1.sav Normal file

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THE MARCHER FORTRESS
====================
By Ben Wooding
Description
===========
Single player level for Quake, with many custom gameplay additions.
Coop and Deathmatch are not supported.
This map was designed primarily for high capacity engines, such as Bengt Jardrup's Win/GLQuake variants, and LordHavoc's DarkPlaces.
However, I have gone to great lengths to ensure that the map is at least playable in FitzQuake, and the original Win/GlQuake,
although packet overflow and sound loss may be abundant in the larger battles, and many ambient sounds throughout the level may not appear.
Other engines are not considered "supported", i.e. I cannot guarantee that the map will appear or function correctly in engines other than those mentioned.
To make things easy, with his permission, I have included Bengt Jardrup's latest Win/GLQuake variants inside the zip file.
These are the recommend engines for playing The Marcher Fortress. The map is guaranteed to run smoothly in these engines with no problems AFAIK.
Updates to Bengt Jardrup's engines can be found here: http://user.tninet.se/~xir870k/
The Story
=========
After narrowly escaping the great Bastion of the Underworld, you find yourself wandering for days in the desolate uplands of the Marcher Vale,
a seemingly endless vista of mountainous rock, and labyrinthine caves. An icy wind from the North carries with it flecks of crumbled mortar,
and the remains of tattered flags. Against all instinct, you find yourself drawn onwards to the the source of this fell wind. As you approach,
the distant shrieks of elder demons warns you that another Bastion looms, one even older and greater than the last.
Installation
============
Unzip pak0.pak and autoexec.cfg to quake\marcher\
Start your Quake engine of choice with the command line:
-heapsize 48000 -game marcher +map marcher +skill x (where x = 0/1/2/3)
The Autoexec File
=================
For your convenience, an autoexec.cfg file is supplied externally to the pak file.
This sets important graphics-related cvars.
Gameplay Changes
================
- Ammo-carrying capacity has been increased to 250 for all ammo types.
- Faster axe attack, making it a more useful weapon.
- New monsters: Flak Ogres, Imps, Spiders, Gaurochs.
Impulse Commands
================
Please note that there are many developer-oriented impulse commands which I have not documented, some of which set cvars which are saved
to the config file on exiting Quake. Accidentally activating these impulses can cause the map to crash on restarting
- if you encounter this, just type:
"saved1 0"
At the console, and restart the level.
Impulse 152: Toggle Entity Grouping
======================
Entity grouping is ON by default; this enables a form of edict compression that allows the map to be playable
in engines without increased MAX_EDICTS. It should have no visible effect on gameplay. If you turn entity grouping OFF,
be warned; the map will only be loadable in high-capacity engines, and you will most likely suffer a performance hit.
Requires a map restart.
Impulse 153: Corpse Remove All
=================
All corpses in the map will be removed after a short delay.
Impulse 154: Corpse Remove Custom
====================
This is the default (and recommended) corpse removal setting - corpses are removed according to game progression.
Impulse 155: Corpse Remove None
==================
For high capacity engines only. No corpses are removed (except those of Gauroch Spawned monsters).
Note that these settings are saved to the config file after exiting Quake.
Other Notes
===========
This map features a monster and item count in excess of what would would normally be possible in Quake.
To avoid reaching the max. edict limit, most entities are now spawned mid-game according to player progression.
- be warned though - noclipping around the map will probably not fire the correct triggers and has been known to cause a crash.
If you play through the level normally, you'll be fine.
Compile Tools Used
==================
TreeQBSP, Light and RVis by Bengt Jardrup.
Known Issues
============
- A number of bad shadows (dark triangles), mostly on the terrain brushes. I have tried really hard to minimise these,
but the ones that remain were *really* stubborn.
- Loss of ambient sounds in engines without increased sound capacity.
- There are a couple of bmodels that seem to straddle vis portals. This causes them to dissapear in certain views.
This issue only manifested itself after the fullvis was completed (which took 140 hours o_O), so I can't really fix it for this release.
- You can't gib spiders, because I felt they looked silly using the standard gibs. I never did get around to making custom spider gibs.
(oh well, you can't gib fish either ^_~)
Credits
=======
Thanks to: id Software
Raven Software
Epic Megagames
Thanks to Bengt Jardrup (user.tninet.se/~xir870k) for his compile utils, and all-round help on this project.
Thanks to Kell (kell.spawnpoint.org) for encouragement, beta-testing, and awesome textures.
Thanks to necros (www.planetquake.com/necros) for sound support.
Thanks to Vondur (www.vondur.net) for beta-testing.
Contact Info
============
email: (bdwooding -at- gmail -dot- com)
Copyright/Permissions
=====================
You may only distribute this pack in the form of this zip file, with this text file included
You may NOT include this pack as part of a larger release without my permission.
You may NOT distribute this pack for any commercial purposes.

20
mod_marcher/autoexec.cfg Normal file
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//===!important!===
//===The Marcher Fortress===
//don't modify this unless you know what you are doing...
r_maxedges "100000" //default 2400
r_maxsurfs "100000" //default 800
//glquake
r_waterwarp "0" //should be enabled in some engines though
gl_clear "1"
r_clearcolor "2" //winquake grey
//FitzQuake...
gl_farclip "16384"
r_farclip "16384"

222
mod_quoth/config.cfg Normal file
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// Mark V
unbindall
bind "TAB" "+showscores"
bind "ENTER" "+jump"
bind "ESCAPE" "togglemenu"
bind "SPACE" "+jump"
bind "+" "sizeup"
bind "," "+klook"
bind "-" "sizedown"
bind "." "+mlook"
bind "0" "impulse 0"
bind "1" "impulse 1"
bind "2" "impulse 2"
bind "3" "impulse 3"
bind "4" "impulse 4"
bind "5" "impulse 5"
bind "6" "impulse 6"
bind "7" "impulse 7"
bind "8" "impulse 8"
bind "=" "sizeup"
bind "[" "impulse 10"
bind "]" "impulse 12"
bind "`" "toggleconsole"
bind "a" "+moveleft"
bind "d" "+moveright"
bind "e" "+movedown"
bind "q" "+moveup"
bind "s" "+back"
bind "t" "messagemode"
bind "w" "+forward"
bind "~" "toggleconsole"
bind "CTRL" "+attack"
bind "ALT" "+strafe"
bind "SHIFT" "+speed"
bind "PAUSE" "pause"
bind "LEFTARROW" "+left"
bind "RIGHTARROW" "+right"
bind "UPARROW" "+forward"
bind "DOWNARROW" "+back"
bind "PGUP" "+lookup"
bind "PGDN" "+lookdown"
bind "END" "centerview"
bind "F1" "help"
bind "F2" "menu_save"
bind "F3" "menu_load"
bind "F4" "menu_options"
bind "F5" "menu_multiplayer"
bind "F6" "echo Quicksaving...; wait; save quick"
bind "F9" "echo Quickloading...; wait; load quick"
bind "F10" "quit"
bind "F12" "screenshot"
bind "MOUSE1" "+attack"
bind "MOUSE2" "+forward"
bind "MOUSE3" "+zoom_key"
bind "MOUSE4" "togglemenu"
bind "MWHEELUP" "impulse 10"
bind "MWHEELDOWN" "impulse 12"
bind "LSHOULDER" "impulse 12"
bind "RSHOULDER" "impulse 10"
bind "BBUTTON" "togglemenu"
bind "XBUTTON" "+zoom_key"
bind "YBUTTON" "-mlook; force_centerview; +mlook"
bind "LTRIGGER" "+jump"
bind "RTRIGGER" "+attack"
_cl_color "0"
_cl_name "player"
_cl_sky "epiphany"
_hd_folder "hd"
_snd_mixahead "0.1"
bgmvolume "1"
cfg_unbindall "1"
cl_anglespeedkey "1.5"
cl_autodemo "0"
cl_backspeed "400"
cl_bob "0.02"
cl_bobcycle "0.6"
cl_bobside "0.02"
cl_bobsidecycle "0.9"
cl_bobsideup "0.5"
cl_bobup "0.5"
cl_forwardspeed "400"
cl_item_bobbing "0"
cl_maxpitch "90"
cl_minpitch "-90"
cl_movespeedkey "2.0"
cl_pitchspeed "150"
cl_rollangle "2.0"
cl_sidebobbing "1"
cl_sidespeed "350"
cl_truelightning "0"
cl_upspeed "200"
cl_yawspeed "140"
con_verbose "0"
contrast "1"
crosshair "2"
cutscene "1"
fov "90"
gamma "0.75"
gl_flashblend "0"
gl_polyblend "1"
gl_subdivide_size "128"
gl_texture_anisotropy "1"
gl_texturemode "GL_LINEAR_MIPMAP_LINEAR"
gl_triplebuffer "1"
host_maxfps "72"
host_sleep "0"
host_startdemos "1"
hostname "UNNAMED"
in_freelook "1"
in_keymap "1"
in_system_enhanced_keys "1"
joy_deadzone "0.175"
joy_deadzone_trigger "0.2"
joy_enable "1"
joy_exponent "3"
joy_exponent_move "3"
joy_invert "0"
joy_sensitivity_pitch "150"
joy_sensitivity_yaw "140"
joy_swapmovelook "0"
lookspring "0"
m_filter "0"
m_forward "1"
m_pitch "0.022"
m_side "0.8"
m_yaw "0.022"
nomouse "0"
pq_bindprotect "0"
pq_download_http_locs "0"
pq_moveup "0"
qmb_active "1"
qmb_blood "1"
qmb_bounceparticles "1"
qmb_bubbles "1"
qmb_clipparticles "0"
qmb_disableblood "0"
qmb_explosionlightcolor "0"
qmb_explosions "1"
qmb_explosiontype "2"
qmb_flames "1"
qmb_gunshots "1"
qmb_inferno "1"
qmb_laserfire "1"
qmb_lavasplash "1"
qmb_lightning "1"
qmb_particles_quakec "1"
qmb_particles_quakec_count_30 "0"
qmb_rocketlightcolor "0"
qmb_sparks "1"
qmb_spikes "1"
qmb_tarbaby_explosions "1"
qmb_telesplash "1"
qmb_trail_grenade "1"
qmb_trail_hellknight "1"
qmb_trail_lavaball "1"
qmb_trail_normal_gib "1"
qmb_trail_rocket "1"
qmb_trail_scrag "1"
qmb_trail_spike "1"
qmb_trail_vore "1"
qmb_trail_zombie_gib "1"
r_clearcolor "2"
r_lavaalpha "1"
r_lerpmodels "1"
r_lerpmove "1"
r_mirroralpha "0.2"
r_oldwater "1"
r_particles "1"
r_quadparticles "1"
r_slimealpha "0.7"
r_stains "1"
r_viewmodel_fov "90"
r_viewmodel_offset "5"
r_viewmodel_quake "1"
r_viewmodel_ring "1"
r_viewmodel_size "1.203125"
r_wateralpha "1"
r_waterripple "0"
r_waterwarp "1"
r_waterwarp_amp "150"
r_waterwarp_cycle "5"
r_waterwarp_downscale "1"
saved1 "0"
saved2 "0"
saved3 "0"
saved4 "0"
savedgamecfg "0"
scr_clock "-1"
scr_conalpha "1"
scr_conscale "1"
scr_conspeed "300"
scr_conwidth "0"
scr_crosshairscale "1"
scr_menuscale "1"
scr_originalquake2d "0"
scr_sbaralpha "1"
scr_sbarcentered "1"
scr_sbarscale "1"
scr_scaleauto "1"
scr_showfps "0"
scr_weapon_crosshair "1"
sensitivity "7"
sndspeed "11025"
sv_aim "0.93"
sv_altnoclip "1"
v_gunkick "1"
v_kickpitch "0.6"
v_kickroll "0.6"
v_kicktime "0.5"
v_polyblend_lite "1"
v_smoothstairs "1"
vid_fullscreen "0"
vid_hardwaregamma "0"
vid_height "480"
vid_multisample "0"
vid_refreshrate "60"
vid_sound_thread "1"
vid_touchscreen "0"
vid_vsync "0"
vid_width "640"
viewsize "100"
volume "0.7"

242
mod_quoth/launch.bat Normal file
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@@ -0,0 +1,242 @@
#!/bin/bash
# & @cls & @echo off & echo Launching Quoth... & goto win
# The syntax for this launcher is
# launch [filename] [options...]
# where [filename] specifies the map to launch and [options...] are parameters
# passed to the quake engine
# [filename] is stripped of it's file extensions (e.g. .bsp, .pak) then
# used as the map name to load
# If [filename] is a pak file, a copy will be installed as pak3.pak
# Set the global quothengine before running the launcher to specify a engine
# quakespasm is the default if quothengine is not set
# Values set in the quothoptions global are passed to the command line
pushd "$(dirname "$0")"
quothengine=${quothengine:-'quakespasm'}
quothoptions=${quothoptions:-'-heapsize 64000'}
if [ "$#" -gt 0 ]
then
fname=$(basename "$1")
mapname="+map $(echo "$fname" | sed 's/\.[^.]*$//')"
ext=${fname:(-4)}
if [ "$ext" = '.pak' ]
then
cp "$1" pak3.pak
fi
fi
cd ..
./"$quothengine" -hipnotic -game quoth "$mapname" "$quothoptions" "${@:2}"
popd
exit 0
:win
SETLOCAL
REM Switch to the batch file directory
CD /D "%~dp0"
REM Get the name of the directory we are currently in
REM to use as the -game option on the command line
FOR /f "delims==" %%F IN ("%cd%") DO SET moddir=%%~nF
REM Add the mod selection options to the command line
SET quothoptions=-hipnotic -game %moddir% %quothoptions%
REM clear steam variable as the PickEngine call sets it
SET steam=
CALL:PickEngine
REM Test if we were called with a file on the command line
IF "%~n1"=="" (GOTO Randomiser)
REM Don't let people try to launch the main pak files!
IF "%~f1"=="%~dp0pak0.pak" (
GOTO Randomiser
)
IF "%~f1"=="%~dp0pak1.pak" (
GOTO Randomiser
)
IF "%~f1"=="%~dp0pak2.pak" (
GOTO Randomiser
)
REM The name of the file is used as the map to run
REM This works for pak files, and for readme files
REM The latter helps for existing single file releases
SET quothoptions=+map %~n1 %quothoptions%
REM Test if a pak file was dropped on the batch
SET pakfile=false
IF NOT "%~x1"==".pak" (
GOTO Prelaunch
)
REM We might have been called with a command line to a non-existent pak
IF NOT EXIST "%~f1" (
GOTO Prelaunch
)
REM The user pak is made pak3, for the moment
REM Don't go overriding Quoth resources as future versions may change!
COPY /y "%~f1" "%~dp0pak3.pak" > NUL
IF ERRORLEVEL 1 (GOTO PakError)
SET pakfile=true
GOTO Prelaunch
:Randomiser
REM Randomly show off some of the test maps on some launches
SET /a "seed=%random% %% 128"
IF %seed% LEQ 15 (
set quothoptions=+map kellbase1 %quothoptions%
GOTO Prelaunch
)
IF %seed% LEQ 25 (
set quothoptions=+map kelltest1 %quothoptions%
GOTO Prelaunch
)
IF %seed% LEQ 30 (
set quothoptions=+map kelltest2 %quothoptions%
GOTO Prelaunch
)
IF %seed% LEQ 35 (
set quothoptions=+map kelltest3 %quothoptions%
GOTO Prelaunch
)
IF %seed% LEQ 40 (
set quothoptions=+map kelltest4 %quothoptions%
GOTO Prelaunch
)
IF %seed% LEQ 45 (
set quothoptions=+map kelltest5 %quothoptions%
GOTO Prelaunch
)
IF %seed% LEQ 60 (
set quothoptions=+map ne_basetest %quothoptions%
GOTO Prelaunch
)
:Prelaunch
REM We need to be in the root quake directory when we launch
PUSHD ..
:AddParams
REM If called from the command line, parameters after the first are
REM added to the launch options, but we have to shift the first
REM one off before that is safe
IF "%2" == "" GOTO Launch
SET quothoptions=%2 %quothoptions%
SHIFT /1
GOTO AddParams
:Launch
START "" /B /WAIT %quothengine% %quothoptions%
POPD
GOTO :eof
:PakError
ECHO Quoth encountered a pak file error.
ECHO This may mean another copy of Quoth is still running.
ECHO Please check your pak files and try again.
PAUSE
GOTO :eof
:PickEngine
REM Run through a big long list of engines in order of preference
REM Need to be in the directory above for this
PUSHD ..
REM First we check for engine specified by environment variable
IF EXIST "%quothengine%" (GOTO PickEngineEnd)
REM If we're falling back to an unselected engine, throw in
REM a few more default options
SET quothoptions=%quothoptions% -bpp 32 -heapsize 64000
REM Next we try a few loops. If engine is set by the end of the
REM loop we accept that engine and jump to the end
SET quothengine=
REM Because later engines can overwrite earlier ones
REM engines further down the list have higher priority
REM fitzquake085.exe is top because it's been most
REM extensively tested.
REM Thanks to func_ for hosting the straw-poll this list
REM was compiled from
FOR %%G IN (tyr-quake.exe
tyr-glquake.exe
darkplaces.exe
RMQEngine-Win32.exe
glquakebjp.exe
directq.exe
fitzquake_mark_v_final.exe
fitzquake5.exe
quakespasm.exe
fitzquake085.exe) DO (
IF EXIST %%G (
SET quothengine=%%G
)
)
IF NOT "%quothengine%"=="" (GOTO PickEngineEnd)
REM Try looking for anything fitzquake related
REM The last alphabetically will overwrite any prior engines
REM which in theory should also be the most recent version
FOR %%G IN (fitzquake*.exe) DO SET quothengine=%%G
IF NOT "%quothengine%"=="" (GOTO PickEngineEnd)
REM Next a short list of older custom engines that Preach
REM had lying around
FOR %%G IN (tq146.exe
tq148.exe
joequake.exe
qmb.exe
gltochris.exe
tochris.exe
mhglqr8.exe
joequake-gl.exe
directfitz.exe
) DO (
IF EXIST %%G (
SET quothengine=%%G
)
)
IF NOT "%quothengine%"=="" (GOTO PickEngineEnd)
REM Stock engines - important note
REM The stock engines won't accept a command line
REM if they are the version from steam
REM so we handle steam separately
IF EXIST ..\..\..\steam.dll GOTO SteamEngines
SET quothengine=glquake.exe
IF EXIST %quothengine% (
REM glquake doesn't have dynamic resolution switching so increase from default
SET quothoptions=%quothoptions% -width 1024
GOTO PickEngineEnd
)
SET quothengine=winquake.exe
IF EXIST %quothengine% (
REM winquake crashes playing all the demos so we only give it one
SET quothoptions=%quothoptions% +startdemos base
GOTO PickEngineEnd
)
REM Absolute default (might not even run Quoth?)
SET quothengine=quake.exe
GOTO PickEngineEnd
:SteamEngines
REM There's one reprieve if we're on Steam - the user may have installed
REM the Ultimate Quake Patch which lets us launch mods again
REM Both glquake and winquake will have the same filesize if so
SET quothengine=glquake.exe
IF NOT EXIST winquake.exe GOTO SteamService
FOR /F %%A in ("winquake.exe") DO SET wqsize=%%~zA
FOR /F %%A in ("glquake.exe") DO SET glsize=%%~zA
IF %wqsize% EQU %glsize% GOTO PickEngineEnd
:SteamService
SET quothengine=..\..\..\steam.exe -applaunch 2310
SET quothoptions=%quothoptions% +startdemos base
GOTO PickEngineEnd
:PickEngineEnd
POPD
GOTO :eof

View File

@@ -0,0 +1,33 @@
// entity 0
{
"classname" "worldspawn"
"wad" "c:/quake/id1/boxes.wad"
// brush 0
{
( 32 32 64 ) ( 32 0 64 ) ( 0 32 64 ) +0biotop 0 0 0 1 1
( 32 32 64 ) ( 0 32 64 ) ( 32 32 0 ) +0bioside 0 0 0 1 1
( 32 32 64 ) ( 32 32 0 ) ( 32 0 64 ) +0bioside 0 0 0 1 1
( 0 0 0 ) ( 32 0 0 ) ( 0 32 0 ) +0biobot 0 0 0 1 1
( 0 0 0 ) ( 0 0 64 ) ( 32 0 0 ) +0bioside 0 0 0 1 1
( 0 0 0 ) ( 0 32 0 ) ( 0 0 64 ) +0bioside 0 0 0 1 1
}
}
// entity 1
{
"classname" "light"
"origin" "160 -32 96"
"light" "444"
}
// entity 2
{
"classname" "light"
"origin" "-64 64 32"
"light" "300"
}
// entity 3
{
"classname" "light"
"origin" "0 32 -32"
"light" "200"
}

View File

@@ -0,0 +1,33 @@
// entity 0
{
"classname" "worldspawn"
"wad" "c:/quake/id1/boxes.wad"
// brush 0
{
( 32 32 32 ) ( 32 0 32 ) ( 0 32 32 ) +0biotop 0 0 0 1 1
( 32 32 64 ) ( 0 32 64 ) ( 32 32 0 ) +0biotop 0 0 0 1 1
( 32 32 64 ) ( 32 32 0 ) ( 32 0 64 ) +0biotop 0 0 0 1 1
( 0 0 0 ) ( 32 0 0 ) ( 0 32 0 ) +0biobot 0 0 0 1 1
( 0 0 0 ) ( 0 0 64 ) ( 32 0 0 ) +0biotop 0 0 0 1 1
( 0 0 0 ) ( 0 32 0 ) ( 0 0 64 ) +0biotop 0 0 0 1 1
}
}
// entity 1
{
"classname" "light"
"origin" "160 -32 96"
"light" "444"
}
// entity 2
{
"classname" "light"
"origin" "-64 64 32"
"light" "300"
}
// entity 3
{
"classname" "light"
"origin" "0 32 -32"
"light" "200"
}

View File

@@ -0,0 +1,33 @@
// entity 0
{
"classname" "worldspawn"
"wad" "c:/quake/id1/boxes.wad"
// brush 0
{
( 32 32 64 ) ( 32 0 64 ) ( 0 32 64 ) +0plasmatop 0 0 0 1 1
( 32 32 64 ) ( 0 32 64 ) ( 32 32 0 ) +0plasmaside 0 0 0 1 1
( 32 32 64 ) ( 32 32 0 ) ( 32 0 64 ) +0plasmaside 0 0 0 1 1
( 0 0 0 ) ( 32 0 0 ) ( 0 32 0 ) +0plasmabot 0 0 0 1 1
( 0 0 0 ) ( 0 0 64 ) ( 32 0 0 ) +0plasmaside 0 0 0 1 1
( 0 0 0 ) ( 0 32 0 ) ( 0 0 64 ) +0plasmaside 0 0 0 1 1
}
}
// entity 1
{
"classname" "light"
"origin" "160 -32 96"
"light" "444"
}
// entity 2
{
"classname" "light"
"origin" "-64 64 32"
"light" "300"
}
// entity 3
{
"classname" "light"
"origin" "0 32 -32"
"light" "200"
}

View File

@@ -0,0 +1,33 @@
// entity 0
{
"classname" "worldspawn"
"wad" "c:/quake/id1/boxes.wad"
// brush 0
{
( 32 32 32 ) ( 32 0 32 ) ( 0 32 32 ) +0plasmatop 0 0 0 1 1
( 32 32 64 ) ( 0 32 64 ) ( 32 32 0 ) +0plasmatop 0 0 0 1 1
( 32 32 64 ) ( 32 32 0 ) ( 32 0 64 ) +0plasmatop 0 0 0 1 1
( 0 0 0 ) ( 32 0 0 ) ( 0 32 0 ) +0plasmabot 0 0 0 1 1
( 0 0 0 ) ( 0 0 64 ) ( 32 0 0 ) +0plasmatop 0 0 0 1 1
( 0 0 0 ) ( 0 32 0 ) ( 0 0 64 ) +0plasmatop 0 0 0 1 1
}
}
// entity 1
{
"classname" "light"
"origin" "160 -32 96"
"light" "444"
}
// entity 2
{
"classname" "light"
"origin" "-64 64 32"
"light" "300"
}
// entity 3
{
"classname" "light"
"origin" "0 32 -32"
"light" "200"
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

674
mod_quoth/map_src/gpl.txt Normal file
View File

@@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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Nothing in this License shall be construed as excluding or limiting
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If the Program specifies that a proxy can decide which future
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Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
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The hypothetical commands `show w' and `show c' should show the appropriate
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if any, to sign a "copyright disclaimer" for the program, if necessary.
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The GNU General Public License does not permit incorporating your program
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may consider it more useful to permit linking proprietary applications with
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<http://www.gnu.org/philosophy/why-not-lgpl.html>.

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// entity 0
{
"classname" "worldspawn"
"wad" "c:/quake/id1/idbase_ultimate.wad"
// brush 0
{
( 16 -52 -8 ) ( -16 -36 -8 ) ( 16 -36 -8 ) tech02_6 0 0 0 1 1
( 4 -44 -8 ) ( 8 -36 -8 ) ( 8 -36 -16 ) tech02_6 0 0 0 1 1
( 16 -52 -16 ) ( -16 -36 -16 ) ( -16 -52 -16 ) tech02_6 0 0 0 1 1
( -4 -44 -16 ) ( -8 -36 -16 ) ( -8 -36 -8 ) tech02_6 0 0 0 1 1
( -4 -44 -8 ) ( 4 -44 -8 ) ( 4 -44 -16 ) tech02_6 0 0 0 1 1
( 8 -36 -8 ) ( 4 -4 -8 ) ( 4 -4 -16 ) tech02_6 0 0 0 1 1
( 4 -4 -8 ) ( -4 -4 -8 ) ( -4 -4 -16 ) tech02_6 0 0 0 1 1
( -8 -36 -16 ) ( -4 -4 -16 ) ( -4 -4 -8 ) tech02_6 0 0 0 1 1
}
// brush 1
{
( 16 36 -8 ) ( -16 36 -8 ) ( 16 52 -8 ) tech02_6 0 0 0 1 1
( 8 36 -16 ) ( 8 36 -8 ) ( 4 44 -8 ) tech02_6 0 0 0 1 1
( -16 52 -16 ) ( -16 36 -16 ) ( 16 52 -16 ) tech02_6 0 0 0 1 1
( -8 36 -8 ) ( -8 36 -16 ) ( -4 44 -16 ) tech02_6 0 0 0 1 1
( 4 44 -16 ) ( 4 44 -8 ) ( -4 44 -8 ) tech02_6 0 0 0 1 1
( 4 4 -16 ) ( 4 4 -8 ) ( 8 36 -8 ) tech02_6 0 0 0 1 1
( -4 4 -16 ) ( -4 4 -8 ) ( 4 4 -8 ) tech02_6 0 0 0 1 1
( -4 4 -8 ) ( -4 4 -16 ) ( -8 36 -16 ) tech02_6 0 0 0 1 1
}
// brush 2
{
( -24 -16 0 ) ( -24 16 0 ) ( 8 -16 0 ) tech02_6 0 0 0 1 1
( 6 0 -256 ) ( 6 0 0 ) ( 4 4 0 ) tech02_6 0 0 0 1 1
( 8 16 -256 ) ( -24 16 -256 ) ( 8 -16 -256 ) tech02_6 0 0 0 1 1
( 4 4 -256 ) ( 4 4 0 ) ( 0 6 0 ) tech02_6 0 0 0 1 1
( -4 4 0 ) ( -6 0 0 ) ( -6 0 -256 ) tech02_6 0 0 0 1 1
( 0 6 0 ) ( -4 4 0 ) ( -4 4 -256 ) tech02_6 0 0 0 1 1
( 4 -4 0 ) ( 6 0 0 ) ( 6 0 -256 ) tech02_6 0 0 0 1 1
( 0 -6 0 ) ( 4 -4 0 ) ( 4 -4 -256 ) tech02_6 0 0 0 1 1
( -6 0 -256 ) ( -6 0 0 ) ( -4 -4 0 ) tech02_6 0 0 0 1 1
( -4 -4 -256 ) ( -4 -4 0 ) ( 0 -6 0 ) tech02_6 0 0 0 1 1
}
// brush 3
{
( 52 16 -8 ) ( 36 -16 -8 ) ( 36 16 -8 ) tech02_6 0 0 0 1 1
( 44 4 -8 ) ( 36 8 -8 ) ( 36 8 -16 ) tech02_6 0 0 0 1 1
( 52 16 -16 ) ( 36 -16 -16 ) ( 52 -16 -16 ) tech02_6 0 0 0 1 1
( 44 -4 -16 ) ( 36 -8 -16 ) ( 36 -8 -8 ) tech02_6 0 0 0 1 1
( 44 -4 -8 ) ( 44 4 -8 ) ( 44 4 -16 ) tech02_6 0 0 0 1 1
( 36 8 -8 ) ( 4 4 -8 ) ( 4 4 -16 ) tech02_6 0 0 0 1 1
( 4 4 -8 ) ( 4 -4 -8 ) ( 4 -4 -16 ) tech02_6 0 0 0 1 1
( 36 -8 -16 ) ( 4 -4 -16 ) ( 4 -4 -8 ) tech02_6 0 0 0 1 1
}
// brush 4
{
( -36 16 -8 ) ( -36 -16 -8 ) ( -52 16 -8 ) tech02_6 0 0 0 1 1
( -36 8 -16 ) ( -36 8 -8 ) ( -44 4 -8 ) tech02_6 0 0 0 1 1
( -52 -16 -16 ) ( -36 -16 -16 ) ( -52 16 -16 ) tech02_6 0 0 0 1 1
( -36 -8 -8 ) ( -36 -8 -16 ) ( -44 -4 -16 ) tech02_6 0 0 0 1 1
( -44 4 -16 ) ( -44 4 -8 ) ( -44 -4 -8 ) tech02_6 0 0 0 1 1
( -4 4 -16 ) ( -4 4 -8 ) ( -36 8 -8 ) tech02_6 0 0 0 1 1
( -4 -4 -16 ) ( -4 -4 -8 ) ( -4 4 -8 ) tech02_6 0 0 0 1 1
( -4 -4 -8 ) ( -4 -4 -16 ) ( -36 -8 -16 ) tech02_6 0 0 0 1 1
}
}
// entity 1
{
"classname" "light"
"origin" "32 -32 -64"
"light" "77"
}
// entity 2
{
"classname" "light"
"origin" "0 0 32"
"light" "88"
"wait" ".5"
}
// entity 3
{
"classname" "light"
"origin" "-32 -32 -64"
"light" "77"
}
// entity 4
{
"classname" "light"
"origin" "32 32 -64"
"light" "77"
}
// entity 5
{
"classname" "light"
"origin" "-32 32 -64"
"light" "77"
}

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-----------------------------------------------
Quoth - Part Two - Map Sources
-----------------------------------------------
These are the source .map files for the bsps included with Quoth, pak0 and pak1.
The .maps included are:
b_bio_l
b_bio_s
b_plas_l
b_plas_s
breakable
e1m1quoth
e1m2quoth
kellbase1
kellbase1_fan
kelltest1
kelltest2
kelltest3
kelltest4
kelltest5
-----------------------------------------------
- Copyright / Permissions
-----------------------------------------------
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.

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// Commands in this file will be executed after autoexec.cfg
// This lets you add custom binds for Quoth without having to
//duplicate your existing autoexec file
//=== Clear all the error messages from the configuration ===
clear
//=== Uncomment this to disable the model-saving Quoth features ===
//scratch1 1

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----------------------------
Quoth - Part Two
----------------------------
"Once upon a midnight dreary, while I pondered, weak and weary,
Over many a quaint and curious volume of forgotten lore..."
Welcome to the third edition of Quoth 2. This is a spit-and-polish release, with some new features to play with, but the emphasis on refining the Quoth 2 content, re-balancing some monsters, fixing old bugs, and keeping Quoth as lightweight as possible.
The new home for Quoth is http://tomeofpreach.wordpress.com/quoth and the mapping tutorial and changelog can be found there. Also, for help, tech support and further releases, keep an eye on Func_Msgboard: http://celephais.net/board
----------------------------
Installation
----------------------------
Create a subfolder in your /quake directory called /quoth. Extract quoth.zip into it. This package is the full install, and contains all the files you need to run Quoth.
The quickest way to launch the game is to run the launch.bat file provided. If you're a Quake veteran and prefer to launch manually, add the following to your quake engine command line:
-hipnotic -game quoth
The -hipnotic option enables the Scourge Of Armagon HUD layout that we have utilized for our powerups and weapons. You do not need to have Scourge Of Armagon installed for this to work.
If you don't have a custom quake engine, you will miss out on some of the features of Quoth, and we recommend you grab fitzquake from
http://celephais.net/fitzquake
----------------------------
Thanks
----------------------------
than, mfx, Mechtech, Fern for betatesting of the latest version
Johnny Law for assistance with creating the launcher
negke for tolerating each time we break his maps with patches
Everyone who keeps the Quake scene alive with maps
metlslime for giving us a home at func_msgboard
----------------------------
Legal
----------------------------
You may distribute this .zip file, without modifying its contents, via the internet or BBS systems.
You may not distribute it via cover CD without the authors' prior permission.
Preach/necros/Kell
May 2014
----------------------------
"Nevermore!"

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//
// load keybindings
//
// commands with a leading + will also be called for key up events with
// the + changed to a -
unbindall
//
// character controls
//
//PREACH wasd
bind a +moveleft
bind d +moveright
bind w +forward
bind s +back
bind x +moveup
bind c +movedown
bind shift +speed
+mlook
bind CTRL +attack
bind SPACE +jump
bind TAB +showscores
bind 1 "impulse 1"
bind 2 "impulse 2"
bind 3 "impulse 3"
bind 4 "impulse 4"
bind 5 "impulse 5"
bind 6 "impulse 6"
bind 7 "impulse 7"
bind 8 "impulse 8"
//PREACH bind the plasma gun
bind 9 "impulse 250"
bind 0 "impulse 0"
bind / "impulse 10" // change weapon
//PREACH: flashlight is here
bind f flashlight
// zoom
alias zoom_in "sensitivity 2;fov 90;wait;fov 70;wait;fov 50;wait;fov 30;wait;fov 10;wait;fov 5;bind F11 zoom_out"
alias zoom_out "sensitivity 4;fov 5;wait;fov 10;wait;fov 30;wait;fov 50;wait;fov 70;wait;fov 90;bind F11 zoom_in; sensitivity 3"
bind F11 zoom_in
// Function keys
bind F1 "help"
bind F2 "menu_save"
bind F3 "menu_load"
bind F4 "menu_options"
bind F5 "menu_multiplayer"
bind F6 "echo Quicksaving...; wait; save quick"
bind F9 "echo Quickloading...; wait; load quick"
bind F10 "quit"
bind F12 "screenshot"
// mouse options
bind \ +mlook
//
// client environment commands
//
bind PAUSE "pause"
bind ESCAPE "togglemenu"
bind ~ "toggleconsole"
bind ` "toggleconsole"
bind t "messagemode"
bind + "sizeup"
bind = "sizeup"
bind - "sizedown"
bind INS +klook
//
// mouse buttons
//
bind MOUSE1 +attack
bind MOUSE2 +forward
bind MOUSE3 +mlook
crosshair 1
// the optout is here in case the player resets config through menu
exec optout.cfg
bind mwheeldown "impulse 10"
bind mwheelup "impulse 12"
//
// default cvars
//
viewsize 100
gamma 1.0
volume 0.7
sensitivity 3
scr_conspeed 900

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