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Quake IV

Опубликовано

Компания Raven Software поделилась первыми деталями о готовящейся к выходу игре Quake 4. Материалы об этой игре были опубликованы в британском журнале PC Zone и американской версии PC Gamer. Из других источников информации о Quake 4 пока не поступало. Журнальные публикации, в свою очередь, вызвали массовый ажиотаж. Сразу на нескольких сайтах и форумах появились отсканированные страницы журналов, которые, впрочем, администраторам пришлось вскоре удалить. На официальных сайтах обоих журналов никаких подробностей о Quake 4 нет.

 

Тем не менее, информацию об игре уже пересказали ряд игровых сайтов, в частности, такой материал можно найти в издании Eurogamer. Согласно почерпнутым в журналах данным, Quake 4 основан на движке Doom 3, что, впрочем, отлично видно и по скриншотам. Значительно интереснее то, что у игры будет вполне осмысленный сюжет - она будет являться прямым продолжением Quake 2. По сюжету игры, вооруженные силы Земли атакуют планету строггов, напавших на людей в Quake 2.

 

Еще интереснее, что игроку не придется биться со злобными строггами в одиночку. Время от времени к нему на помощь будут приходить компьютерные напарники. Сами битвы будут проходить не только в лабиринтах, но и на открытых пространствах, причем время от времени игрок сможет использовать транспортные средства. Таким образом, создатели Quake 4 оказались не чужды модным шутерным тенденциям последних лет. Само собой, не забыт и многопользовательский режим. Дата выхода игры, впрочем, по-прежнему неизвестна.

 

 

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Опубликовано

QUOTE (Fily@ @ Oct 23 2005, 13:23)
QUOTE (Droid @ Oct 21 2005, 22:40)
Неплохо. Жаль, пинг был за 300.
но я надеюсь, что его завтра утром не будет

Эт че, q2dm1 такой переделаный? https://academ.club/html/emoticons/ohmy.gif

Если узнал, значит не все потеряно ;)

Опубликовано

мне мультиплеер понравился а сингл нет......все на какомто китайском языке все надписи на компах и дверях......да еще к сожалению доступ к компам и системам убрали как в дум 3 было!

3.bI.а мож модератор переименует ветку в Quake 2, 3 Arena,Quake IV!

Опубликовано

Консольные команды

 

Editor Commands

editAFs launches the in-game Articulated Figure Editor

editCVars edit cvars

editDecls launches the in-game Declaration Editor

editFX launches the fx editor

editFX_play plays current effect in fx editor

editFX_playlooping plays current effect in fx editor as looping effect

editFX_stop stops current effect in fx editor

editGUIs launches the GUI Editor

editLights launches the in-game Light Editor

editMaterials launches the Material Editor

editor launches the level editor Radiant

editPDAs launches the in-game PDA Editor

editPlaybacks launches the playback editor

editReverb launches the reverb editor

editScripts launches the in-game Script Editor

editSounds launches the in-game Sound Editor

Export Commands

exportCmpMD5R Export all MD5R models in a compressed form

exportMD5R Export all MD5R models

exportmodels exports models

List Commands

listActiveEntities lists active game entities

listActiveSounds list the active sounds

listAF lists articulated figures

listAllDecls lists every single decl, not just the summary

listAnims lists all animations

listAudios lists Audios

listBinds lists key bindings

listClasses lists game classes

listClients list all clients connected to the server

listCmds lists commands

listCollisionModels lists collision models

listCvars lists cvars

listDecls lists all decls

listDictKeys lists all keys used by dictionaries

listDictValues lists all values used by dictionaries

listEffects lists effect decls

listEmails lists Emails

listEntities lists game entities

listEntityDefs lists entity defs

listEntityStats lists global entity stats

listGameCmds lists game commands

listGuis lists guis

listHuffmanFrequencies lists decl text character frequencies

listImageReferences lists materials and models referencing an image pattern

listImages lists images

listImagesRaven lists images (Raven)

listInstances lists instances

listLines lists all debug lines

listLipsyncs lists lip sync decls

listMapEntities lists map entity numbers

listMaterials lists materials

listMaterialTypes lists material types

listModelDefs lists model defs

listModels lists all models

listModes lists all video modes

listMonsters lists monsters

listPDAs lists PDAs

listPlaybacks lists playback decls

listRenderEffectDefs lists the effect defs

listRenderEntityDefs lists the entity defs

listRendererCmds lists renderer commands

listRendeArLightDefs lists the light defs

listServers lists scanned servers

listSkins lists skins

listSoundCmds lists sound commands

listSoundDecoders list active sound decoders

listSounds lists all sounds

listSoundShaders lists sound shaders

listSpawnArgs list the spawn args of an entity

listSpawnIds lists map entity numbers

listSystemCmds lists system commands

listTables lists tables

listThreads lists script threads

listToolCmds lists tool commands

listVertexCache lists vertex cache

listVideos lists Videos

General Commands

aasStats shows AAS stats

activateEditor activates the currently open editor

addarrow adds a debug arrow

addChatLine internal use - core to game chat lines

addFriend

addIcon adds a test icon

addline adds a debug line

ai_debugFilter ai_debugMove and ai_debugTactical only work on the specified entity (if none, does one you're looking at)

apState prints AP state

aviCmdDemo writes AVIs for a command demo

aviDemo writes AVIs for a demo

aviGame writes AVIs for the current game

benchmark benchmark

bind binds a command to a key

bindRagdoll binds ragdoll at the current drag position

bindunbindtwo binds a key but unbinds it first if there are more than two binds

blinkline blinks a debug line

buildNotes build notes about the current map

bundler Setup the bundler settings

call calls script function and prints out return val

centerview centers the view

checkNewVersion check if a new version of the game is available

checkSave tests save system

clear clears the console

clearAssetLog clears log of all the assets loaded

clearLights clears all lights

clientCallVote call a vote: clientCallVote si_.. proposed_value

clientMessageMode ingame gui message mode

clientVoiceChat voice chats: clientVoiceChat

clientVoiceChatTeam team voice chats: clientVoiceChat

clientvoicemute mute the specified player's incoming voicechat

clientvoiceunmute unmute the specified player's incoming voicechat

clientVote cast your vote: clientVote yes | no

collisionModelInfo shows collision model info

combineCubeImages combines six images for roq compression

compressDemo compresses a demo file

conDump dumps the console text to a file

connect connects to a server

crash causes a crash

createCM creates a .cm file for a map

cvar_restart restart the cvar system

damage apply damage to an entity

debugger launches the Script Debugger

dec decrements the cvar integer value

DecrementCVar Decrement CVar

deleteSelected deletes selected entity

demoShot writes a screenshot for a demo

devmap loads a map in developer mode

dir lists a folder

dirtree lists a folder with subfolders

disasmScript disassembles script

disconnect disconnects from a game

dmap compiles a map

echo prints text

emote plays an emote

entview launches the game entity viewer

envshot takes an environment shot

error causes an error

evaluateMPPerformance spawns serveral player models

exec Aexecutes a config file

execMachineSpec execs the appropriate config files and sets cvars based on com_machineSpec

execMPMachineSpec sets cvars for multiplayer

exit exits the game

exitCmdDemo exits a command demo

extract_tactical pulls tactical information for the current position.

fadeSound fades all sound by X decibles over Y seconds

fadeSoundClass fade the specified sound class

finishBuild finishes the build process

flashlight toggle actor's flashlight

forceTeamChange force team change: forceTeamChange

freeze freezes the game for a number of seconds

game_memory displays game class info

gameError causes a game error

gameKick same as kick, but recognizes player names

getFriends gets your list of friends

getServers get all of the servers from the master server

getviewpos prints the current view position

gfxInfo show graphics info

give gives one or more items

god enables god mode

heartbeat send a heartbeat to the the master servers

help shows help

hitch hitches the game

in_restart restarts the input system

inc increments the cvar integer value

IncrementCVar Increment CVar

jump jumps to a specific debug jump point

keepTestModel keeps the last test model in the game

kick kick a client by connection number

kill kills the player

killMessage prints a fake death message

killMonsters removes all monsters

killMoveables removes all moveables

killRagdolls removes all ragdolls

AkillVehicles kills all vehicles

lanScan scans LAN for servers

loadGame loads a game

localizeGuis localize gui file

localizeLipsyncs localize lipsyncs

localizeMaps localize map files

localizeValidateLipsyncs ensures the emotions in the localized strings match those in the English string

localizeValidateStrings makes sure each string exists and is localised

logview launches the game log viewer

makeAmbientMap makes an ambient map

makeLoadScreens Stub to keep the game from erroring out on startup when building load screens

MakeMegaTexture processes giant images

map loads a map

memoryDump creates a memory dump

memoryDumpCompressed creates a compressed memory dump

modulateLights modifies shader parms on all lights

modview launches the model viewer

netScan scans internet for servers

nextAnim shows next animation on test model

nextFrame shows next animation frame on test model

nextGUI teleport the player to the next func_static with a gui

nextjumppoint jumps to the next debug jump point

nextMap loads the next map on the server

noclip disables collision detection for the player

notarget disables the player as a target

parse prints tokenized string

path lists search paths

phonemeGen generates phonemes for text/wav combination

playCmdDemo plays back a command demo

playDemo plays back a demo

playerModel sets the given model on the player

playNetDemo playback a network demo

playNetTimeDemo run a timedemo on a network demo

popLight removes the last created light

prevAnim shows previous animation on test model

prevFrame shows previous animation frame on test model

prevjumppoint jumps to the previous debug jump point

printAF prints an articulated figure

printAudio prints an Video

printEffects prints effects

printEmail prints an Email

printEntityDef prints an entity def

printLipsyncs prints lip syncs

printMaterial prints a material

printMaterialTypes prints material types

printMemInfo prints memory debugging data

printModel prints model info

printModelDefs prints a model def

printPDA prints an PDA

printPlaybacks prints playbacks

printSkin prints a skin

printSoundShader prints a sound shader

printTable prints a table

printVideo prints a Audio

promptKey prompt and sets the CD Key

QANotes qa notes about the current map

quit quits the game

rcon sends remote console command to server

reconnect reconnect to the last server we tried to connect to

recordDemo records a demo

recordNetDemo start recording a network demo

reexportmodels reexports models

regenerateWorld regenerates all interactions

reloadanims reloads animations

reloadARBprograms reloads ARB programs

reloadDecls reloads decls

reloadEngine reloAads the engine down to including the file system

reloadFAS reloads the viseme data

reloadGuis reloads guis

reloadImages reloads images

reloadLanguage reload language dict

reloadModels reloads models

reloadScript reloads scripts

reloadShaders reloads the hardware shader programs

reloadSounds reloads all sounds

reloadSurface reloads the decl and images for selected surface

remove removes an entity

removeClientFromBanList removes a client id from the ban list

removeFriend

removeline removes a debug line

renderbump renders a bump map

renderbumpFlat renders a flat bump map

renderbumpFlatGUI launches the renderbump flat gui

reportImageDuplication checks all referenced images for duplications

reportSurfaceAreas lists all used materials sorted by surface area

resaveDecl resaves a decl or every decl of a certain type

rescanSI internal - rescan serverinfo cvars and tell game

reset resets a cvar

roq encodes a roq file

runAAS compiles an AAS file for a map

runAASDir compiles AAS files for all maps in a folder

runAASTactical calculates tactical features for an AAS file

runReach calculates reachability for an AAS file

s_restart restarts the sound system

saveGame saves a game

SaveGameRefreshList refresh the gui's save list

saveLights saves all lights to the .map file

saveMoveables save all moveables to the .map file

saveParticles saves all lights to the .map file

saveRagdolls save all ragdoll poses to the .map file

saveSelected saves the selected entity to the .map file

say text chat

sayTeam team text chat

screenshot takes a tga screenshot

screeAnshotJpeg takes a jpg screenshot

script executes a line of script

serverForceReady force all players ready

serverInfo shows server info

serverMapRestart restart the current game

serverNextMap change to the next map

set sets a cvar

seta sets a cvar and flags it as archive

setInstance sets a player's world instance

setMachineSpec detects system capabilities and sets com_machineSpec to appropriate value

setPlayerGravity sets players local gravity

setPMCVars Resets player movement cvars

sets sets a cvar and flags it as server info

sett sets a cvar and flags it as tool

setu sets a cvar and flags it as user info

setviewpos sets the current view position

shakesGen generates shake data for sound shaders

showDictMemory shows memory used by dictionaries

showInteractionMemory shows memory used by interactions

showMemAlloc Prints outstanding mem_alloc tags -- Debug only

showMemory gives a reasonably detailed account of memory usage

showStringMemory shows memory used by strings

showTriSurfMemory shows memory used by triangle surfaces

sizeDown makes the rendered view smaller

sizeUp makes the rendered view larger

soundLog list the number of times sounds have been played

spawn spawns a game entity

spawnGUI spawn gui

spawnServer spawns a server

startBuild prepares to make a build

stopNetDemo stop playing/recording a network demo

stopRecording stops demo recording

tabComplete tab completes it's argument

teleport teleports the player to an entity location

testAnim tests an animation

testBlend tests animation blending

testDamage tests a Adamage def

testDeath tests death

testGUI tests a gui

testid output the string for the specified id.

testImage displays the given image centered on screen

testLight tests a light

testmap tests a map

testModel tests a model

testParticleStopTime tests particle stop time on a test model

testPointLight tests a point light

testSave writes out a test savegame

testShaderParm sets a shaderParm on an existing testModel

testSIMD test SIMD code

testSkin tests a skin on an existing testModel

testSound tests a sound

testStandaloneVideo displays the a standalone cinematic

testVideo displays the given cinematic

timeCmdDemo times a command demo

timeDemo times a demo

timeDemoQuit times a demo and quits

toggle toggles a cvar

touch touches a decl

touchFile touches a file

touchFileList touches a list of files

touchGui touches a gui

touchModel touches a model

trigger triggers an entity

unbind unbinds any command from a key

unbindall unbinds any commands from all keys

unbindRagdoll unbinds the selected ragdoll

undying enables undying mode (take damage down to 1 health, but do not die)

updateUI internal - cause a sync down of game-modified userinfo

verifyServerSettings verifies the game type can be played on the map

vid_restart restarts renderSystem

viewNotes notes about the current map

vstr inserts the current value of a cvar as command text

wait delays remaining buffered commands one or more frames

weaponSplat projects a blood splat on the player weapon

where prints the current view position

writeAssetLog generates log file of all the assets loaded

writeCmdDemo writes a command demo

writeConfig writes a config file

WriteConfiguration WriteConfiguration

writeDeclFile writes all currently parsed decls to a file

writePrecache writes precache commands

writeProgramImages write program formulated targas to compression dir

writeRDF write RDF file

WriteServerConfig Writes all server related cvars out to the filename provided

 

Опубликовано

переменные:

 

 

com_Limits "0

com_logDemos "0

com_logMPStats "0

com_machineSpec "2

com_MakeLoadScreens "0

com_makingBuild "0

com_memoryMarker "-1

com_minTics "1

com_preciseTic "1

com_preloadDemos "0

com_purgeAll "0

com_QuickLoad "0

com_showAngles "0

com_showAsyncStats "0

com_showDemo "0

com_showFPS "1

com_showMemAllocTags "0

com_showMemoryUsage "0

com_showSoundDecoders "0

com_showTics "0

com_SingleDeclFile "0

com_skipGameDraw "0

com_skipLevelLoadPause "0

com_skipRenderer "0

com_speeds "0

com_syncGameFrame "0

com_systemRam "1024

com_timestampPrints "0

com_uniqueWarnings "0

com_updateLoadSize "0

com_videoRam "256

com_wipeSeconds "1

com_WriteSingleDeclFile "0

con_noPrint "1

con_notifyTime "3

con_speed "3

decl_show "0

demo_debug "0

demo_enforceFS "0

demo_scale "1.0

developer "0

fas_blendBias "1.5

fas_debug "0

fas_intensityBias "0

fas_threshhold0 "60

fas_threshhold1 "30

fas_timeOffset "50

fs_basepath "G:/Q4

fs_caseSensitiveOS "0

fs_cdpath "

fs_copyfiles "0

fs_debug "0

fs_devpath "G:/Q4

fs_game "q4base

fs_game_base "

fs_importpath "

fs_mapPaks "0

fs_restrict "0

fs_savepath "G:/Q4

fs_searchAddons "0

g_allowVehicleGunOverheat "1

g_announcerDelay "1000

g_armorProtection "0.66667

g_armorProtectionMP "0.66667

g_blobSize "1

g_blobTime "1

g_brassTime "1

g_cinematic "1

g_cinematicMaxSkipTime "600

g_crosshairCharInfoFar "1

g_crosshairColor "1 1 0 1

g_crosshairCustom "1

g_crosshairCustomFile "gfx/guis/crosshairs/crosshair_railgun.tga

g_crosshairSize "32

g_currentPlayback "

g_debugAnim "-1

g_debugBounds "0

g_debugCinematic "0

g_debugDamage "0

g_debugMove "0

g_debugMover "0

g_debugScript "0

g_debugState "0

g_debugTriggers "0

g_debugVehicle "0

g_debugVehicleAI "0

g_debugVehicleDriver "0

g_debugWeapon "0

g_decals "1

g_disasm "0

g_doubleVision "1

g_dragDamping "0.5

g_dragEntity "0

g_dragShowSelection "0

g_dropItemRotation "

g_dvAmplitude "0.001

g_dvFrequency "0.5

g_dvTime "1

g_earthquake "1

g_editEntityDistance "512

g_editEntityMode "0

g_editEntityTextDistance "256

g_exportMask "

g_favoritesList "

g_flushSave "0

g_forceUndying "0

g_fov "90

g_frametime "0

g_friendsList "

g_gameReviewPause "15

g_gravity "1066

g_gunPitch "0

g_gunRoll "0

g_gunViewStyle "0

g_gunX "0

g_gunY "0

g_gunYaw "0

g_gunZ "0

g_healthTakeAmt "5

g_healthTakeLimit "25

g_healthTakeTime "5

g_keepEntityStats "0

g_kickAmplitude "0.0001

g_kickTime "1

g_knockback "1000

g_log "0

g_mapCycle "mapcycle

g_maxShowDistance "128

g_monsters "1

g_mp_gravity "800

g_mpWeaponAngleScale "0

g_muzzleFlash "1

g_nightmare "0

g_password "

g_perfTest_aiNoDodge "0

g_perfTest_aiNoObstacleAvoid "0

g_perfTest_aiNoRagdoll "0

g_perfTest_aiNoVisTrace "0

g_perfTest_aiStationary "0

g_perfTest_aiUndying "0

g_perfTest_hitscanBBox "0

g_perfTest_hitscanShort "0

g_perfTest_noJointTransform "0

g_perfTest_noPlayerFocus "0

g_perfTest_noProjectiles "0

g_perfTest_weaponNoFX "0

g_playPlayback "0

g_projectileLights "1

g_recordPlayback "0

g_showActiveEntities "0

g_showAreaClipSectors "0

g_showcamerainfo "0

g_showClipSectorFilter "0

g_showClipSectors "0

g_showCollisionModels "0

g_showCollisionTraces "0

g_showCollisionWorld "0

g_showDebugHud "0

g_showEnemies "0

g_showEntityInfo "0

g_showFrameCmds "0

g_showGodDamage "0

g_showHud "1

g_showHudPopups "0

g_showPlayback "0

g_showPlayerShadow "0

g_showProjectilePct "0

g_showPVS "0

g_showRange "0

g_showTargets "0

g_showTestModelFrame "0

g_showTriggers "0

g_showviewpos "0

g_skill "1

g_skipFX "0

g_skipItemShadowsMP "0

g_skipParticles "0

g_skipPlayerShadowsMP "0

g_skipViewEffects "0

g_spectatorChat "0

g_stopTime "0

g_testCTF "0

g_testDeath "0

g_testHealthVision "0

g_testModelAnimate "0

g_testModelBlend "0

g_testModelRotate "0

g_testPlayer "

g_testPostProcess "

g_testScoreboard "0

g_timeEntities "0

g_useDynamicProtection "1

g_vehicleForce "50000

g_vehicleMode "1

g_vehicleVelocity "1000

g_version "Quake4 Final 1.0.1283-release win-x86 Sep 23 2005 00:01:45

g_viewNodalX "0

g_viewNodalZ "0

g_voteFlags "0

gamedate "Sep 23 2005

gamename "baseQUAKE4-1

gui_configServerRate "0

gui_debug "0

gui_debugScript "0

gui_edit "0

gui_mediumFontLimit "0.60

gui_smallFontLimit "0.30

gui_ui_name "Player

ik_debug "0

ik_enable "1

image_anisotropy "4

image_cacheMegs "100

image_cacheMinK "30

image_colorMipLevels "0

image_dontUsePrecompressedSkyboxesForCGW "0

image_downSize "0

image_downSizeBump "0

image_downSizeBumpLimit "256

image_downSizeLimit "256

image_downSizeSpecular "0

image_downSizeSpecularLimit "64

image_filter "GL_LINEAR_MIPMAP_LINEAR

image_ignoreHighQuality "0

image_lodbias "0

image_preload "1

image_showBackgroundLoads "0

image_useAllFormats "1

image_useCache "0

image_useCompression "1

image_useNormalCompression "2

image_useNormalCompressionLoadDDSForPal "1

image_useOfflineCompression "0

image_usePrecompressedTextures "1

image_writeNormalTGA "0

image_writePrecompressedTextures "0

image_writeProgramImages "0

image_writeTGA "0

in_alwaysRun "1

in_anglespeedkey "1.5

in_freeLook "1

in_joystick "0

in_joystickLeftStickMove "1

in_mouse "1

in_pitchspeed "140

in_toggleCrouch "0

in_toggleRun "0

in_toggleZoom "0

in_yawspeed "140

lcp_showFailures "0

logFile "0

logFileName "qconsole.log

m_maxInput "0

m_pitch "-0.022

m_showMouseRate "0

m_smooth "1

m_strafeScale "6.25

m_strafeSmooth "4

m_yaw "0.022

mat_useHitMaterials "1

mat_writeHitMaterials "0

net_allowCheats "0

net_challengeLimit "15

net_channelShowDrop "0

net_channelShowPackets "0

net_clientDownload "1

net_clientLagOMeter "0

net_clientMaxPrediction "1000

net_clientMaxRate "16000

net_clientPredictGUI "1

net_clientPrediction "10

net_clientRemoteConsoleAddress "localhost

net_clientRemoteConsolePassword "

net_clientServerTimeout "60

net_clientShowSnapshot "0

net_clientShowSnapshotRadius "128

net_clientUsercmdBackup "2

net_debugClient "0

net_debugFrameTime "0

net_debugPlayerCount "0

net_debugStartLevel "0

net_debugTraffic "0

net_forceDrop "0

net_forceInternet "0

net_forceLatency "0

net_ip "localhost

net_LANServer "0

net_master0 "q4master.idsoftware.com:27650

net_master1 "

net_master2 "

net_master3 "

net_master4 "

net_menuLANServer "1

net_port "0

net_predictionErrorDecay "112

net_serverAllowServerMod "0

net_serverClientTimeout "60

net_serverDedicated "0

net_serverDrawClient "-1

net_serverMaxClientRate "25600

net_serverMaxUsercmdRelay "5

net_serverMenuDedicated "0

net_serverReloadEngine "0

net_serverRemoteConsolePassword "

net_serverRunning "0

net_serverSnapshotDelay "80

net_serverZombieTimeout "5

net_showPredictionError "-1

net_socksEnabled "0

net_socksPassword "

net_socksPort "1080

net_socksServer "

net_socksUsername "

net_verbose "0

password "

pm_acceloverride "0

pm_air "1800

pm_bboxwidth "32

pm_bobpitch "0.002

pm_bobroll "0.002

pm_bobup "0.005

pm_crouchbob "0.5

pm_crouchheight "49

pm_crouchrate "0.87

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r_glDriver "

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r_materialOverride "

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r_mergeModelSurfaces "1

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r_renderer "best

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r_shadowMapDepthBias ".6

r_shadowMapSlopeScaleBias "3.2

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r_shadowPolygonOffset "-1

r_shadows "1

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r_showBatchSize "0

r_showCull "0

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r_showDominantTri "0

r_showDynamic "0

r_showEdges "0

r_showEditorImages "0

r_showEntityScissors "0

r_showHitImages "0

r_showImages "0

r_showIntensity "0

r_showInteractionFrustums "0

r_showInteractions "0

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r_showLights "0

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r_showUpdates "0

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r_singleLight "-1

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r_skipBackEnd "0

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r_skipBump "0

r_skipCopyTexture "0

r_skipDecals "0

r_skipDeforms "0

r_skipDiffuse "0

r_skipDownsize "0

r_skipDynamicTextures "0

r_skipFogLights "0

r_skipFrontEnd "0

r_skipGuiShaders "0

r_skipInteractions "0

r_skipLightScale "0

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r_skipNewAmbient "0

r_skipOverlays "0

r_skipPostProcess "0

r_skipRender "0

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r_skipSpecular "0

r_skipSubviews "0

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r_testARBProgram "0

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r_testSpecialEffectParm "0

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r_useCachedDynamicModels "1

r_useClippedLightScissors "1

r_useCombinerDisplayLists "1

r_useConstantMaterials "1

r_useCulling "2

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r_useFastSkinning "0

r_useFrustumFarDistance "0

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r_useInfiniteFarZ "1

r_useInteractionCulling "1

r_useInteractionScissors "2

r_useLightCulling "3

r_useLightPortalFlow "1

r_useLightScissors "1

r_useNewSkinning "1

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r_useNV20MonoLights "1

r_useOptimizedShadows "1

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r_useScissor "1

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r_videoCard "NVIDIA Corporation/GeForce 6800 GT/PCI/SSE2/ 3DNOW!/2.0.0

r_videoSettingsFailed "0

r_znear "3

radiant_camerawindow "junk - FG"

radiant_InspectorsWindow "junk - FG"

radiant_MainWindowPlace "junk - FG"

radiant_xywindow "junk - FG"

radiant_zwindow "junk - FG"

rb_showActive "0

rb_showBodies "0

rb_showContacts "0

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rb_showMass "0

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rb_showVelocity "0

s_clipVolumes "1

s_constantAmplitude "-1

s_decompressionLimit "2

s_deviceName "SB Audigy 2 ZS Audio [9000]

s_doorDistanceAdd "150

s_dotbias2 "1.1

s_dotbias6 "0.8

s_drawSounds "0

s_force22kHz "0

s_frequencyShift "1

s_globalFraction "0.8

s_loadOpenALFailed "0

s_maxChannelsMixed "63

s_maxSoundsPerShader "0

s_meterTopTime "2000

s_minStereo "8

s_minVolume2 "0.25

s_minVolume6 "0

s_musicVolume "0.5

s_muteEAXReverb "0

s_noSound "0

s_numberOfSpeakers "6

s_playDefaultSound "1

s_quadraticFalloff "0

s_radioChatterFraction "0.9

s_realTimeDecoding "1

s_reverbFeedback "0.333

s_reverbTime "1000

s_reverse "0

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s_showStartHardware "0

s_showStartSound "0

s_singleEmitter "-1

s_skipStartSound "0

s_spatializationDecay "2

s_speakerFraction "0.65

s_subFraction "0.5

s_useDeferredSettings "1

s_useEAXOcclusion "1

s_useEAXReverb "1

s_useOcclusion "1

s_useOpenAL "0

s_volume "1

sensitivity "3

si_allowHitscanTint "2

si_allowVoting "0

si_autobalance "1

si_captureLimit "5

si_countDown "10

si_entityFilter "

si_fragLimit "10

si_gameType "DM

si_idleServer "0

si_map "mp/q4ctf5

si_mapCycle "

si_maxPlayers "12

si_minPlayers "2

si_name "Quake 4 Server

si_numPlayers "4

si_pure "1

si_shuffle "0

si_spectators "1

si_teamDamage "0

si_timeLimit "0

si_tourneyLimit "3

si_usePass "0

si_useReady "0

si_version "Quake4 Final V1.0.0.0 Build 2147 win-x86 Sep 23 2005

si_warmup "1

si_weaponStay "0

subliminal "0

sv_punkbuster "0

sys_arch "WinXP (NT)

sys_country "United States

sys_cpustring "64-Bit AMD CPU with MMX & 3DNow! & SSE & SSE2 & EM64T

sys_lang "english

sys_language "English

sys_opticalMedia "unknown

timescale "1

ui_autoReload "1

ui_autoSwitch "0

ui_chat "1

ui_clan "

ui_hitscanTint "0 1 1

ui_model "model_player_marine

ui_model_backup "

ui_model_marine "

ui_model_strogg "

ui_name "Player

ui_ready "Not Ready

ui_showGun "1

ui_skin "base

ui_spectate "Play

ui_team "Strogg

win_allowAltTab "0

win_allowMultipleInstances "0

win_enableFPUExceptions "0

win_notaskkeys "0

win_outputDebugString "1

win_outputEditString "1

win_sysErrorNoWait "0

win_timerUpdate "0

win_username "

win_viewlog "0

win_viewlog_update_count "10

win_viewlog_xpos "0

win_viewlog_ypos "0

win_xpos "3

win_ypos "22"

Опубликовано

QUOTE (Droid @ Oct 23 2005, 12:19)
QUOTE (SIN @ Oct 23 2005, 13:18)
народ, предлагаю желающим поиграть славливаться в мирке на #q4a

и вообще надо бы сервак поднять....

поддерживаю

только почему q4_a_?

патаму что quake 4 academ

Опубликовано
ггг че кто первый наизусть все эти конфиги расскажет https://academ.club/html/emoticons/laugh.gif https://academ.club/html/emoticons/jok.gif
Опубликовано
поиграл в ку4 на лане .... ЖОСТЬ! рельса 40-50% ... рокет около 40 ... ваще игра ** ! ку3керов рву на раз-два )

Изменено пользователем Гость

Опубликовано
QUOTE
So, we may get some multiplayer bots after all. This is great news for level designers, and people with lousy internet connections. Here is the news post:

John Crickett the author of the Oak series of Quake bots has decided to begin work on a Quake 4 version of the Oak. This latest version of the bot will benefit from John`s experience of developing previous bots for Quake. He plans to make this the best Oak bot yet. At the moment the bot is still in preliminary planning and the features have yet to be fully determined, it will however be intended to be able to play all the standard Quake 4 DM levels.

More info on the Oak Bot website
Опубликовано

QUOTE (SIN @ Oct 23 2005, 13:18)
народ, предлагаю желающим поиграть славливаться в мирке на #q4a

и вообще надо бы сервак поднять....

предлагаю не выдумывать велосипедов

и славливаться там же где обычно, канал #q3a - все играющие в q4 wellcome.

 

а насчет серваков...надо сначала мода дождаться имхо

Опубликовано

QUOTE (Xo66uT @ Oct 24 2005, 14:44)
факт .... кстати, какое максимальное значение фпс удалось сделать?

Не знаю при чем здесь FPS.

 

но раз уж зашел разговор, то я хотел узнать. Как отключить ограничение в 60fps для Q4? Перечитать все команды, что выложил SIN неосилил.

Опубликовано
Кто-нибудь скачивал этот бонусный диск для 4 Кваки? Там лежат ролики по зозданию Ку4 и ещё - полный Ку2 со всеми модами и дополнениями - вот вкуснятина!
Опубликовано
Ты это... на стор давно заходил блин. Сначала потрудись пару кликов сделать, а потом пиши.

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