Site de Gamers et d'entraide informatique.
Vous souhaitez réagir à ce message ? Créez un compte en quelques clics ou connectez-vous pour continuer.

Site de Gamers et d'entraide informatique.


 
AccueilPortailGalerieRechercherDernières imagesS'enregistrerConnexion
Le deal à ne pas rater :
Boutique Nike : -25% dès 50€ sur TOUT le site Nike avec le code ...
Voir le deal

 

 Le tuto multiplayer de Quake 4

Aller en bas 
5 participants
Aller à la page : Précédent  1, 2, 3
AuteurMessage
Balroglefou
Moderateur
Balroglefou


Nombre de messages : 945
Age : 47
Localisation : Bordeaux
Date d'inscription : 09/10/2005

Le tuto multiplayer de Quake 4 - Page 3 Empty
MessageSujet: Re: Le tuto multiplayer de Quake 4   Le tuto multiplayer de Quake 4 - Page 3 Icon_minitimeJeu 20 Avr - 18:08

Patch 1.2 dispo en téléchargement :

http://www.planetquake4.net/article.php?sid=2152

The QUAKE 4 1.2 Point Release is now available. This update replaces the 1.1 patch released several weeks ago, and includes all of the changes outlined for that update. Such improvments include:

# Fixed pure server system
# Implemented an AddOn PK4 system similar to Doom 3(tm) v1.3.
# Voice chat in multiplayer.
# Forcemodel option.
# Brightskins added! Pro models for Marine and Strogg have been added. They can be selected from the Multiplayer menu. Their names are "Pro Marine" and "Pro Strogg".
# The FOV (g_fov) can now be adjusted higher than 110.

Four new maps are also included with this update:

» Outpatient - q4dm10Cold, blood-stained hallways and flickering fluorescent lights set the mood in this once active Strogg medical complex. The heart-pounding pace of this map will keep players racing through the winding corridors, but only the quickest will survive. In addition to traditional DM, Outpatient can also be played in Team Deathmatch and Tourney modes.
» Skeleton Crew- q4dm11The dark empty void that surrounds this stranded space station offers no pity for those lost in battle. This multi level arena generates fast paced action that commands the attention of players in all skill levels. Expert navigation of the twists and turns that lead from deck to deck will be your only ally. Engage your foes in Deathmatch or Team Deathmatch games. As an added challenge you can also battle it out 1v1 style in Tourney mode.
» Mind the Gap - q4ctf6This massive processing factory uses alien technology to mine from the core of Stroggos itself - be sure to Mind The Gap in each base which only leads to an inescapable abyss and your death. This muti-tiered structure defies description and will leave only the heartiest and most cunning soldiers as the victors! Contest your team’s supremacy in CTF or Arena CTF modes.
» Double Edged - q4ctf8Double Edged revisits the Quake II(tm) classic… with a twist – Capture the Flag! The battle arena has been doubled so brush up on your long range weapon skills, but don’t fret if your Rail isn’t exactly "impressive." You’ll also find some tight corridors for those of you more comfortable with in-your-face combat. Destined to be a classic in its own right, settle those team grudge matches in this remix of a classic in CTF or Arena CTF battle.

The 1.2 update does affect pure server and protocol consistency. Therefore, players who update to 1.2 from ANY previous version will only be able to play multiplayer against other 1.2 users, and save games and demos created on any previous versions of the game will not be compatible with the 1.2 update.
Revenir en haut Aller en bas
Balroglefou
Moderateur
Balroglefou


Nombre de messages : 945
Age : 47
Localisation : Bordeaux
Date d'inscription : 09/10/2005

Le tuto multiplayer de Quake 4 - Page 3 Empty
MessageSujet: Re: Le tuto multiplayer de Quake 4   Le tuto multiplayer de Quake 4 - Page 3 Icon_minitimeDim 23 Avr - 11:44

Mise à jour :


Voilà quand même quelques info bien sympathiques pour régler votre config Au niveau graphique et connexion internet :

Remarque plus bas dans les notes vous verrez la solution pour avoir le HUD des armes affiché en permanence sans rajout de fichier .......

256 Megabyte Video Cards
seta image_usePrecompressedTextures "1"
seta image_useCompression "1"
seta image_downSizeLimit "1024"
seta image_ignoreHighQuality "1"
seta image_downSizeBumpLimit "1024"
seta image_downSizeSpecularLimit "256"
seta image_downSizeBump "1"
seta image_downSizeSpecular "1"
seta image_downSize "1"
seta image_lodbias "0"
seta image_preload "1"
seta r_useCachedDynamicModels "1"
seta r_skipBump "0"
seta r_skipPostProcess "0"
seta r_skipSpecular "0"
seta r_skipNewAmbient "1"
seta r_multiSamples "0"
seta r_useFastSkinning "0"
seta r_shadows "0"
seta r_useOptimizedShadows "1"
seta r_useTurboShadow "1"
seta g_projectilelights "1"
seta g_skipParticles "0"
seta g_decals "0"
seta g_brassTime "0"
seta g_muzzleFlash "1"
seta g_doublevision "0"
seta g_showPlayerShadow "0"
seta g_skipItemShadowsMP "1"
seta g_skipPlayerShadowsMP "1"
seta image_anisotropy "1"
seta ui_showGun "1"
seta image_filter "GL_LINEAR_MIPMAP_NEAREST"
seta s_maxSoundsPerShader "0"


64 Megabyte Video Cards
seta image_usePrecompressedTextures "1"
seta image_useCompression "1"
seta image_downSizeLimit "256"
seta image_ignoreHighQuality "1"
seta image_downSizeBumpLimit "256"
seta image_downSizeSpecularLimit "64"
seta image_downSizeBump "1"
seta image_downSizeSpecular "1"
seta image_downSize "1"
seta image_lodbias "0"
seta image_preload "1"
seta r_useCachedDynamicModels "1"
seta r_skipBump "0"
seta r_skipPostProcess "0"
seta r_skipSpecular "0"
seta r_skipNewAmbient "1"
seta r_multiSamples "0"
seta r_useFastSkinning "0"
seta r_shadows "0"
seta r_useOptimizedShadows "1"
seta r_useTurboShadow "1"
seta g_projectilelights "1"
seta g_skipParticles "0"
seta g_brassTime "0"
seta g_decals "0"
seta g_muzzleFlash "1"
seta g_doublevision "0"
seta g_showPlayerShadow "0"
seta g_skipItemShadowsMP "1"
seta g_skipPlayerShadowsMP "1"
seta image_anisotropy "1"
seta ui_showGun "1"
seta image_filter "GL_LINEAR_MIPMAP_NEAREST"
seta s_maxSoundsPerShader "0"


512 Megabyte Video Cards
seta image_usePrecompressedTextures "0"
seta image_useCompression "0"
seta image_downSizeLimit "1024"
seta image_ignoreHighQuality "0"
seta image_downSizeBumpLimit "1024"
seta image_downSizeSpecularLimit "256"
seta image_downSizeBump "0"
seta image_downSizeSpecular "0"
seta image_downSize "0"
seta image_lodbias "0"
seta image_preload "1"
seta r_useCachedDynamicModels "1"
seta r_skipBump "0"
seta r_skipPostProcess "0"
seta r_skipSpecular "0"
seta r_skipNewAmbient "1"
seta r_multiSamples "0"
seta r_useFastSkinning "0"
seta r_shadows "0"
seta r_useOptimizedShadows "1"
seta r_useTurboShadow "1"
seta g_projectilelights "1"
seta g_skipParticles "0"
seta g_decals "0"
seta g_brassTime "0"
seta g_muzzleFlash "1"
seta g_doublevision "0"
seta g_showPlayerShadow "0"
seta g_skipItemShadowsMP "1"
seta g_skipPlayerShadowsMP "1"
seta image_anisotropy "1"
seta ui_showGun "1"
seta image_filter "GL_LINEAR_MIPMAP_NEAREST"
seta s_maxSoundsPerShader "0"

128 Megabyte Video Cards
seta image_usePrecompressedTextures "1"
seta image_useCompression "1"
seta image_downSizeLimit "512"
seta image_ignoreHighQuality "1"
seta image_downSizeBumpLimit "512"
seta image_downSizeSpecularLimit "128"
seta image_downSizeBump "1"
seta image_downSizeSpecular "1"
seta image_downSize "1"
seta image_lodbias "0"
seta image_preload "1"
seta r_useCachedDynamicModels "1"
seta r_skipBump "0"
seta r_skipPostProcess "0"
seta r_skipSpecular "0"
seta r_skipNewAmbient "1"
seta r_multiSamples "0"
seta r_useFastSkinning "0"
seta r_shadows "0"
seta r_useOptimizedShadows "1"
seta r_useTurboShadow "1"
seta g_projectilelights "1"
seta g_skipParticles "0"
seta g_brassTime "0"
seta g_decals "0"
seta g_muzzleFlash "1"
seta g_doublevision "0"
seta g_showPlayerShadow "0"
seta g_skipItemShadowsMP "1"
seta g_skipPlayerShadowsMP "1"
seta image_anisotropy "1"
seta ui_showGun "1"
seta image_filter "GL_LINEAR_MIPMAP_NEAREST"
seta s_maxSoundsPerShader "0"
Revenir en haut Aller en bas
Balroglefou
Moderateur
Balroglefou


Nombre de messages : 945
Age : 47
Localisation : Bordeaux
Date d'inscription : 09/10/2005

Le tuto multiplayer de Quake 4 - Page 3 Empty
MessageSujet: Re: Le tuto multiplayer de Quake 4   Le tuto multiplayer de Quake 4 - Page 3 Icon_minitimeDim 23 Avr - 11:44

Voici la liste des variables les plus importantes pour gagner des FPS :

com_fixedtic : Controls the games tic rate. Defaults to 0, setting this to 1 or -1 will remove the 60 FPS cap for singleplayer.


com_videoram :
Holds the last detected amount of video ram. Check this setting in game at the console, if it is incorrect you may wish to set this to the correct amount of video ram.
Example if you have a 256 megabyte card and com_videoram shows 64 you could try setting this to 256


g_brassTime :
Controls how long the 'brass' or 'cartridges' are left on the ground when using weapons such as Machinegun and Shotgun. May help with FPS when disabled.
Range is 0 to 3000 with 0 being disabled
Set to 0 (faster) or 1-3000 (slower)


g_decals :
Control if decals such as bullet holes, blood, burns on walls etc. are shown
Set to 0 (faster) or 1 (slower)


g_doublevision :
Controls if your vision is affected when you take damage.

Set to 0 (no doublevision) or 1 (doublevision)



g_forceModel
g_forceMarineModel
g_forceStroggModel
In multiplayer these settings control display of enemy and friendly player models. Forcing models can help FPS with systems low on graphics card memory and visibility. Models with 'bright' appended are the new bright skin models avilable in patch 1.1 final or above.

g_forceModel, controls display of models in or Tournament or Free For All (FFA) game modes such as deathmatch. Valid settings:

model_player_failed_transfer
model_player_slimy_transfer
model_player_corpse
model_player_marine_tech
model_player_tactical_elite
model_player_tactical_command model_player_marine_helmeted_bright model_player_tactical_transfer_bright


g_forceMarineModel, controls display of models in Team Play games (CTF, TDM) game modes such as deathmatch. Valid settings:

model_player_marine
model_player_marine_morris
model_player_marine_voss
model_player_marine_cortez
model_player_marine_helmeted
model_player_marine_medic
model_player_marine_officer
model_player_marine_fatigues model_player_marine_helmeted_bright


g_forceStroggModel, controls display of models in Team Play games (CTF, TDM) game modes such as deathmatch. Valid settings:

model_player_tactical_transfer model_player_kane_strogg
model_player_tactical_transfer_bright



g_muzzleFlash :
Controls muzzle flashes when you or the enemy fires a weapon.
Set to 0 (faster) or 1 (slower / more realism)


g_projectileLights
g_skipParticles
Control if projectiles such as fireballs, etc. create dynamic lights or particles when fired (unconfirmed)

Set g_projectileLights to 0(faster) or 1 (slower)

set g_skipParticles to 1(faster) or 0 (slower).



g_simpleItems :
Controls how items such as ammunition and weapons are rendered. Setting this to 1 can greatly help FPS on CPU limited systems and overall visibility.
Set to 1 (faster) or 0 (slower)



g_showPlayerShadow
g_skipPlayerShadowsMP
Controls your player shadow in singleplayer and multiplayer (MP)

g_showPlayerShadow
Set to 0 (faster) or 1 (slower / more realism)

g_skipPlayerShadowsMP
Set to 1 (faster) or 2 (slower / more realism)



g_skipFX :
Controls if additional in game graphic effects are used.

NOTE: On some systems this may have the side effect of causing your HUD to be hidden.

Set to 1 (faster) or 0 (slower)



g_skipItemShadows :
Controls item shadows in multiplayer
Set to 1 (faster) or 2 (slower / more realism)



g_skipViewEffects :
Controls damage and other view effects

NOTE: This will have the side effect of causing your HUD to be hidden.

Set to 1 (faster) or 0 (slower)



image_anisotropy :
Sets the maximum texture anisotropy if
available in the renderer. Set between 0 and 16 with the lower number being faster and the higher number being slower



image_downSize
image_downSizeLimit
Controls resizing of standard textures. Helpful if your video card has less than 256 megabyte of video ram

Set image_downSize to 0(disabled) or 1(enabled)

Set image_downSizeLimit higher(slower) or lower(faster)

256 megabyte video cards
seta image_downSizeLimit "1024"

128 megabyte video cards
seta image_downSizeLimit "512"

64 megabyte video cards
seta image_downSizeLimit "256"



image_downSizeBump
image_downSizeBumpLimit
Controls resizing of textures for bump maps. Helpful if your video card has less than 256 megabyte of video ram

Set image_downSizeBump to 0(disabled) or 1(enabled)

Set image_downSizeBumpLimit higher(slower) or lower(faster)

256 megabyte video cards
seta image_downSizeBumpLimit "1024"

128 megabyte video cards
seta image_downSizeBumpLimit "512"

64 megabyte video cards
seta image_downSizeBumpLimit "256"



image_downSizeSpecular
image_downSizeSpecularLimit
Controls resizing of textures for specualr highlights. Helpful if your video card has less than 256 megabyte of video ram

Set image_downSizeSpecular to 0(disabled) or 1(enabled)

Set image_downSizeSpecularLimit higher(slower) or lower(faster)

256 megabyte video cards
seta image_downSizeSpecularLimit "256"

128 megabyte video cards
seta image_downSizeSpecularLimit "128"

64 megabyte video cards
seta image_downSizeSpecularLimit "64"



image_filter :
Changes texture filtering used for mipmapped images

"GL_LINEAR_MIPMAP_NEAREST" (faster)
"GL_LINEAR_MIPMAP_LINEAR" (slower)



image_ignoreHighQuality :
Controls high quality settings on materials. Can give a minor FPS gain in singleplayer

Set to 0(slower) or 1(faster)



image_lodbias :
Controls lod bias on mipmapped images

Range from -2 (slower / crisper) to 2 (faster / uglier)



image_useCache
image_cacheMegs
image_cacheMinK
Controls memory set aside for temporary loading of full-sized precompressed images and files.

WARNING - When set incorrectly this can cause Quake 4 to crash at startup or cause instability/graphical artifacts in game. If you are having problems at map start try setting image_useCache to 0, you must restart the game to enable the change

Set cache megs to a higher value if you have 512 megabytes or more of system RAM. Guideline is 1/6 to 1/4 of your system RAM.

Set image_cacheMinK to 2048. This can be set lower than 2048 when image_useCache is set to 1 but may cause Quake 4 to crash.

Set image_useCache to 1 to enable background load image caching

512 Megabytes of RAM
seta image_cacheMegs "96"
seta image_cacheMinK "2048" // NOTE

768 Megabytes of RAM
seta image_cacheMegs "256"
seta image_cacheMinK "2048" // NOTE

1 Gigabyte+ of RAM
seta image_cacheMegs "384"
seta image_cacheMinK "2048" // NOTE

NOTE: You can leave image_cacheMinK at its default if you are not setting image_useCache to 1



image_useCompression :
Determines if textures are used compressed.

Set to 0 (uncompressed, high quality)
Set to 1 (compressed, slight loss of quality)

Important: Only set to 0 if you have over 256 megabytes of video ram.



image_useNormalCompression :
Determines how normal textures are compressed.

Set to 1 for lower quality/smaller/faster 256 compression

Set to 2 for higher quality/larger/slower rxgb compression

NOTE: ATi 9x00 series or before should use a setting of "1"




pm_runbob
pm_runpitch
pm_runroll
pm_bobpitch
pm_bobroll
pm_bobup
pm_crouchbob
pm_walkbob
Controls 'bobbing' up/down/side movement of player. Can help if you get motion sickness

Set each of the bob cvars to 0 to disable bobbing




r_brightness :
Does not affect FPS, helps with brightness.

Set between 1 and 2, if brightness is still a problem use r_gamma and/or r_lightscale




r_gamma :
Does not affect FPS, helps with brightness, do not set this too high or colours will become washed out. See r_lightscale.

Set between 1 and 1.5, adjust r_lightscale for settings high than 1.5



r_lightDetailLevel :
Controls the threshold at which lights are drawn. Any light below this threshold is skipped. This particularly helps with CPU limited systems

Usable ranges are from 0(slower) to 9(faster)



r_lightscale :
Does not affect FPS, helps with brightness and raises the intensity of all colours.

Set between 2(default) and 4, only use when you feel r_gamma and r_brightness have not helped.



r_Multisamples :
Controls the amount of antialiasing.

Set to 0, 2, 4, 8, or 16 with the lower number being faster and the higher number being slower. Not all cards will support 8 or 16 settings.



r_shadows :
Enables or disables shadows, very high FPS gain with the drawback losing shadows generated by enemies and objects.

Set to 0(faster) or 1(slower)



r_skipBlendLights :
Skip all blending of lights, not worth the negligible FPS gain in singleplayer

Set to 0(slower) or 1(faster)



r_skipBump :
Controls bump mapping, can be set so that Quake 4 displays a flat surface instead of a 'raised' surface on textures. Setting to 0 can help with CPU limited systems as Quake 4 requires localised world lights with bump mapping enabled.

Set to 1(faster / uglier) or 0 (slower)



r_skipDynamicTextures :
Do not dynamically create textures, can cause problems with in game videos. Best to leave at 0 for singleplayer.

Set to 0(slower) or 1(faster)

NOTE: Leave at 0 for singleplayer



r_skipFogLights :
Skip all fog lighting, negligible FPS gain.

Set to 0(slower) or 1(faster)



r_skipNewAmbient :
Controls the rendering of special effects such as heat haze.

Set to 1(faster) or 0 (slower)



r_skipOverlays :
Skip overlay surfaces on textures. Negligible FPS gain.

Set to 1(faster / uglier) or 0 (slower)



r_skipPostProcess :
Skip all post-process rendering such as distortion on windows glass / etc. FPS gain on some systems.

Set to 0(slower) or 1(faster)



r_skipSpecular :
Uses black for specular lighting. Specular lighting adds additional lighting to a texture's surface. Not worth the minor FPS gain in singleplayer. In multiplayer setting to 0 can help with CPU limited systems.

Set to 1(faster / uglier) or 0 (slower)




r_skipTranslucent :
Controls translucent interaction rendering such as the loading bar and logos on containers. FPS gain on some systems.

Set to 1(faster) or 0 (slower)



r_useCachedDynamicModels :
Controls dynamic model loading, if set to 1 the game will use its memory cache for models.

Set to 1(usually faster) or 0 (slower)



r_useDepthBoundsTest :
Specific to Nvidia hardware and enables UltraShadow II’s depth bounds test feature for 5x00/6x00/7x00 cards. Defaults to enabled (1) in Quake4.

Set to 1(faster) or 0(slower)



r_useOptimizedShadows :
Determines if static shadow volumes are used rather than calculated in real time

Set to 1(faster) or 0(slower)




r_useSMP :
Enables or disables use of threading for HyperThreading enabled or Dual Core processors such as AMD X2 and Pentium 4 HT. This can cause stuttering and or stability issues on some systems. See our FAQ

Set to 1(faster) or 0(slower)



r_useTurboShadow :
Use a faster technique for generating dynamic shadows. This may cause loss of shadows on systems with older display drivers.

Set to 1(faster) or 0(slower)



ui_showGun :
Shows or hides your on screen gun model.

Set to 1(slower) or 0(faster)
Revenir en haut Aller en bas
Balroglefou
Moderateur
Balroglefou


Nombre de messages : 945
Age : 47
Localisation : Bordeaux
Date d'inscription : 09/10/2005

Le tuto multiplayer de Quake 4 - Page 3 Empty
MessageSujet: Re: Le tuto multiplayer de Quake 4   Le tuto multiplayer de Quake 4 - Page 3 Icon_minitimeDim 23 Avr - 11:45

Voici les variables les plus importantes pour le réglage de la connexion


net_clientLagOMeter :
Set this to 1 to monitor your connection, a small graph will appear in the lower left hand side of your HUD.

The first line is related to your graphics card updating displayed frames in time with received gameworld updates from the server. It will be green if frames are being rendered in time with the world updates. If it has a lot of yellow then gameworld updates are not being displayed and are being dropped. In this case you may wish to tweak your visual settings to raise your average framerate. Another option is to adjust net_clientPrediction by very small values until the line is mostly green. Note that if you are using a value below 1 for net_clientPrediction the first line of the graph may be mostly yellow. See net_clientPrediction section for more information.



com_showAsyncStats : Set this to 1 to monitor your connection, this provides an alternative to net_clientLagOMeter.

Out rate shows your upstream bandwidth usage in bytes per second. If this exceeds the upstream bandwidth for your connection try reducing net_clientUsercmdBackup.

In rate shows your downstream bandwidth usage in bytes per second. Do not set this higher than your connection allows. Related to the cvar net_clientMaxRate.

Packet loss shows the percentage of packets that have been lost due to a problem with your connection. If you have a very high packet loss change ISP or increase the value of the cvar net_clientUsercmdBackup. See note about upstream of 64 Kbps and net_clientUsercmdBackup in the net_clientUsercmdBackup section.

Client Prediction shows the current amount of client side prediction. Use this to help you adjust the cvar net_clientPrediction.



net_clientUsercmdBackup : Determines how may duplicate movement/action commands are sent, range is 1 to 5 and is 5 as default. If a packet gets lost then a 'backup' command may still be received. You can reduce upstream bandwidth usage by lowering this at the expense of possibly losing a movement/action packet.

NOTE: Quake4 can easily saturate an upstream connection of 64 Kbps or less. Reduce net_clientUsercmdBackup wherever possible.



net_clientPrediction : Adjusts client side prediction so that your client predicts gameworld updates such as player movement. Defaults to 10 milliseconds and it is best to leave this setting alone if you are not experiencing problems.

Increasing this value adds additional client side prediction which may help if you have problems with gameworld updates from the server not being rendered in time. If this is the case try increasing net_clientPrediction to a small positive value of 5,10,15,20, 25 or 30, never higher. See net_clientLagOMeter for an explanation of how to determine if gameworld updates are not being rendered in time.

If you have a stable connection, feel that Quake4 is over compensating and/or your projectile (rockets, bullets etc.) are not hitting despite you feeling they are on target you may wish to decrease net_clientPrediction to 1.

Negative values are not recommended online except in extreme circumstances, for LAN play you may wish to set net_clientPrediction to 0.



net_clientPredictGUI : (a confirmer)
Toggles whether the client initially decides if an object has been interacted with / picked up. With this set to 1 sometimes you may think you have interacted with / picked up an object when you have not. Value is currently a protected cvar once in a multiplayer game.



net_clientMaxRate : Similar to the rate settings in Quake2/3 in that it controls packets so that your downstream connection bandwidth does not get saturated. Set as bytes per second. Defaults to 10000 for ISDN, 16000 for ADSL/Cable and 25600 for LAN.

If you always get a 999 ping despite having reduced net_clientMaxRate it is most likely that your upstream connection is saturated. See note in the net_clientUsercmdBackup section for more information.

Servers limit maximum rate so there really is no point in setting it higher than the server you are playing on allows.



s_voiceChatReceive
s_voiceChatSend Enable or disables voice chat in multiplayer. Enabling voice chat may saturate bandwidth on an upstream connection of less than 128000 bps / 128 kbs. Set to 1 to enable voice chat in multiplayer or 0 to disable voice chat in multiplayer.



Suggested settings for different connections follows. However you should only use these settings to fine tune your connection if you are having problems with the default settings as set via the network menu.

If you are using voice communication programs such as RogerWilco, Battlecom, Teamsound, Teamspeak etc. then please adjust net_clientMaxRate and other settings accordingly. Allow 1024 bytes for downstream and 512 bytes for upstream usage by the voice communication prog
Revenir en haut Aller en bas
Balroglefou
Moderateur
Balroglefou


Nombre de messages : 945
Age : 47
Localisation : Bordeaux
Date d'inscription : 09/10/2005

Le tuto multiplayer de Quake 4 - Page 3 Empty
MessageSujet: Re: Le tuto multiplayer de Quake 4   Le tuto multiplayer de Quake 4 - Page 3 Icon_minitimeMer 18 Juil - 21:11

Bon tout le monde s'en br****, mais ça va au moins l'impression de participer à la vie du forum Laughing .




Voici ce qu'il faut savoir aujourd'hui pour jouer à Q4 dans de bonnes conditions :

- Le dernier patch est le 1.42 : pour le télécharger c'est par ici :

http://quake4.filefront.com/file/Windows_142_Point_Release_Full;80153


- Le mode de compétition officiel est donc Q4Max et la dernière version la plus aboutie et compatible avec le patch 1.42 est la version 0.78d :

http://quake4.filefront.com/file/Q4Max_Full;80458



Et enfin la cerise sur le gâteau, après de multiples essais sur le fichier config, voici la copie de mon fichier Quake4config.cfg. Réglé ainsi, je tourne à 95 FPS avec un rendu vraiment excellent, aucun ralentissement tant au niveau FPS qu'au niveau connexion, voici la totalité du fichier si ça vous tente de le tester :

---------------------------------------------------------------------


unbindall
bind "LEFTALT" "_impulse5"
bind "LEFTCTRL" "_impulse4"
bind "LEFTSHIFT" "_impulse8"
bind "TAB" "_impulse19"
bind "SPACE" "_moveUp"
bind "a" "_impulse0"
bind "b" "buymenu"
bind "c" "_moveDown"
bind "d" "_moveright"
bind "e" "_impulse1"
bind "f" "_impulse50"
bind "q" "_moveleft"
bind "r" "_impulse13"
bind "s" "_back"
bind "z" "_forward"
bind "F1" "_impulse28"
bind "F2" "_impulse29"
bind "F3" "_impulse17"
bind "F4" "seta net_clientlagometer 1"
bind "F5" "savegame quick"
bind "F6" "_impulse20"
bind "F7" "_impulse22"
bind "F9" "loadgame quick"
bind "F11" "seta g_fov 110"
bind "F12" "screenshotjpeg"
bind "MOUSE1" "_attack"
bind "MOUSE2" "_impulse6"
bind "MOUSE3" "_impulse2"
bind "MWHEELDOWN" "_impulse3"
bind "MWHEELUP" "_impulse7"
bind "END" "_impulse18"
seta bse_rateCost "1.0"
seta bse_rateLimit "3.0"
seta bse_scale "1"
seta gui_mediumFontLimit "0.60"
seta gui_smallFontLimit "0.30"
seta win_viewlog_update_count "10"
seta win_viewlog_ypos "0"
seta win_viewlog_xpos "0"
seta net_socksPassword ""
seta net_socksUsername ""
seta net_socksPort "1080"
seta net_socksServer ""
seta net_socksEnabled "0"
seta win_ypos "22"
seta win_xpos "3"
seta r_strictResolutionMatch "1"
seta s_useDeferredSettings "0"
seta s_minStereo "12"
seta s_deviceName ""
seta s_useEAXOcclusion "0"
seta s_useEAXReverb "0"
seta s_useOpenAL "0"
seta s_voiceVolume "1.0"
seta s_voiceLatency "100"
seta s_micInputLevel "6"
seta s_voiceChatEcho "0"
seta s_voiceChatReceive "1"
seta s_voiceChatSend "1"
seta s_radioChatterFraction "0.9"
seta s_speakerFraction "0.65"
seta s_numberOfSpeakers "2"
seta s_subFraction "0.5"
seta s_meterTopTime "2000"
seta s_reverse "0"
seta s_mp_maxWindow "0.4"
seta s_mp_minVolume "0.15"
seta s_earSeperationAlgo "0"
seta s_spatializationDecay "2"
seta s_dotbias2 "1.1"
seta s_minVolume2 "0.25"
seta s_dotbias6 "0.8"
seta s_minVolume6 "0"
seta s_maxChannelsMixed "24"
seta s_musicVolume "0.5"
seta s_decompressionLimit "2"
seta s_globalFraction "0.8"
seta s_useOcclusion "1"
seta s_playDefaultSound "1"
seta s_maxSoundsPerShader "0"
seta s_doorDistanceAdd "150"
seta s_volume "0.5"
seta r_skipSky "0"
seta r_forceAmbient "0"
seta r_debugArrowStep "120"
seta r_debugLineWidth "1"
seta r_debugLineDepthTest "0"
seta r_forceLoadImages "0"
seta r_lightScale "2"
seta r_shadows "1"
seta r_useSMP "1"
seta r_skipBump "0"
seta r_skipSpecular "0"
seta r_skipNewAmbient "0"
seta r_renderer "best"
seta r_ignoreHWGamma "0"
seta r_brightness "1.2"
seta r_gamma "2"
seta r_swapInterval "0"
seta r_useIndexBuffers "0"
seta r_lightDetailLevel "0"
seta r_customHeight "486"
seta r_customWidth "720"
seta r_fullscreen "1"
seta r_displayRefresh "0"
seta r_mode "6"
seta r_aspectRatio "0"
seta r_alphaToCoverage "1"
seta r_multiSamples "2"
seta image_downSizeLimit "256"
seta image_ignoreHighQuality "1"
seta image_downSizeBumpLimit "256"
seta image_downSizeSpecularLimit "64"
seta image_downSizeBump "1"
seta image_downSizeSpecular "1"
seta image_useCache "0"
seta image_cacheMegs "256"
seta image_cacheMinK "30"
seta image_usePrecompressedTextures "1"
seta image_useNormalCompressionLoadDDSForPal "1"
seta image_useNormalCompression "2"
seta image_useAllFormats "1"
seta image_useCompression "1"
seta image_downSize "1"
seta image_lodbias "0"
seta image_anisotropy "1"
seta image_filter "GL_LINEAR_MIPMAP_LINEAR"
seta g_friendsList ""
seta g_favoritesList ""
seta demo_enforceFS "0"
seta ri_maxViewers "0"
seta net_httpServerPlayerBW "0"
seta net_httpServerGlobalBW "0"
seta net_httpServerPort "0"
seta net_httpProxyMode "1"
seta net_httpProxy ""
seta net_reportUsageStatistics "0"
seta net_clientDownload "1"
seta net_serverAllowServerMod "0"
seta net_spawnRepeater "0"
seta net_LANRepeater "0"
seta net_LANServer "0"
seta net_menuLANServer "0"
seta net_master4 ""
seta net_master3 ""
seta net_master2 ""
seta net_master1 ""
seta net_clientUseroriginTime "100"
seta net_clientUsercmdPacking "2"
seta net_clientPrediction "10"
seta net_clientMaxRate "128000"
seta net_serverMaxClientRate "3686"
seta net_serverSnapshotDelay "80"
seta net_serverMenuDedicated "0"
seta net_clientRepeaterDelay "0"
seta m_strafeSmooth "4"
seta m_smooth "1"
seta m_strafeScale "6.25"
seta m_yaw "0.022"
seta m_pitch "0.022"
seta m_accel "0"
seta sensitivity "1.8"
seta in_joystickLeftStickMove "1"
seta in_toggleZoom "0"
seta in_toggleCrouch "0"
seta in_toggleRun "0"
seta in_alwaysRun "1"
seta in_freeLook "1"
seta in_anglespeedkey "1.5"
seta in_pitchspeed "140"
seta in_yawspeed "140"
seta gui_configServerRate "0"
seta com_lastQuicksave "Quick0"
seta com_skipLevelLoadPause "0"
seta com_guid "l7FAANcpkf8"
seta com_preloadDemos "0"
seta com_compressDemos "1"
seta con_speed "999"
seta sv_punkbuster "0"
seta cl_punkbuster "1"
seta com_systemRam "1024"
seta com_videoRam "512"
seta com_showFPS "1"
seta com_allowConsole "1"
seta com_purgeAll "0"
seta com_machineSpec "2"
seta sys_lang "french"
seta ui_name "TON PSEUDO"
seta ui_model "model_player_marine_helmeted_bright"
seta ui_skin "base"
seta si_fragLimit "10"
seta si_timeLimit "0"
seta si_map "mp/q4dm4"
seta si_gameType "DM"
seta g_showHudPopups "0"
seta g_brassTime "0"
seta g_decals "1"
seta g_projectileLights "1"
seta si_voiceChat "1"
seta si_serverURL ""
seta net_serverDlTable ""
seta net_serverDlBaseURL ""
seta net_serverDownload "0"
seta g_announcerDelay "1000"
seta g_mapCycle "mapcycle"
seta si_voteFlags "0"
seta g_gameReviewPause "30"
seta g_password ""
seta g_gunViewStyle "0"
seta g_crosshairCustomFile "gfx/guis/crosshairs/crosshair_q3_10.tga"
seta g_crosshairCustom "1"
seta g_crosshairColor "1 0 0 1"
seta g_crosshairSize "48"
seta g_showProjectilePct "0"
seta g_showHud "1"
seta g_simpleItems "0"
seta g_skipItemShadowsMP "1"
seta g_skipPlayerShadowsMP "1"
seta g_showPlayerShadow "0"
seta pm_vehicleSoundLerpScale "10"
seta pm_vehicleCameraScaleMax "300"
seta pm_vehicleCameraSpeedScale "0.5"
seta pm_vehicleCameraMinDist "300"
seta pm_vehicleCameraSnap "1"
seta pm_zoomedSlow "100"
seta g_editEntityTextDistance "256"
seta g_editEntityDistance "512"
seta g_showcamerainfo "0"
seta g_healthTakeLimit "25"
seta g_healthTakeAmt "5"
seta g_healthTakeTime "5"
seta g_useDynamicProtection "1"
seta g_armorProtectionMP "0.66667"
seta g_armorProtection "0.66667"
seta g_nightmare "0"
seta g_doubleVision "1"
seta g_muzzleFlash "1"
seta g_forceMarineModel "model_player_marine_helmeted_bright"
seta g_forceStroggModel "model_player_tactical_transfer_bright"
seta g_forceModel "model_player_marine_helmeted_bright"
seta ui_showGun "1"
seta ui_autoReload "1"
seta ui_autoSwitch "0"
seta ui_hitscanTint "120.0 0.6 1.0"
seta ui_clan "TON CLAN"
seta ui_model_strogg ""
seta ui_model_marine "model_player_marine"
seta ui_team "Strogg"
seta si_controlTime "120"
seta si_autobalance "1"
seta si_shuffle "0"
seta si_spectators "1"
seta si_usePass "0"
seta si_warmup "1"
seta si_teamDamage "0"
seta si_suddenDeathRestart "1"
seta g_privatePassword ""
seta si_privatePlayers "0"
seta si_allowHitscanTint "2"
seta si_allowVoting "0"
seta si_useReady "0"
seta si_tourneyLimit "3"
seta si_captureLimit "5"
seta si_minPlayers "1"
seta si_maxPlayers "12"
seta si_mapCycle ""
seta si_dropWeaponsInBuyingModes "0"
seta si_isBuyingEnabled "0"
seta si_name "Quake 4 Server"
seta g_spectatorChat "0"
seta net_clientLagOMeter "1"
seta g_fov "110"
seta g_gunZ "0"
seta g_gunY "0"
seta g_gunX "0"
seta pm_bobroll "0"
seta pm_bobpitch "0"
seta pm_bobup "0"
seta pm_runroll "0"
seta pm_runpitch "0"
seta pm_runbob "0"
seta pm_walkbob "0"
seta pm_crouchbob "0"
seta pm_usecylinder "1"
seta net_clientPredictWeaponSwitch "1"
seta g_playerLean "1"
seta g_repeaterReliableOnly "1"
seta g_weaponFovEffect "0"
seta g_predictedProjectiles "0"
seta g_napalmTrail "1"
seta g_railTrail "1"
seta g_rocketTrail "1"
seta g_grenadeTrail "1"
seta g_nailTrail "1"
seta hud_inputColor "1 0 0"
seta hud_inputPosition "580 90"
seta hud_showInput "0"
seta hud_showSpeed "0"
seta ui_handicap "100"
seta g_noTVChat "0"
seta ri_name ""
seta g_repeaterPassword ""
seta g_privateViewerPassword ""
seta ri_privateViewers "0"
seta g_viewerPassword ""
seta ri_useViewerPass "0"
seta si_fps "60"
seta net_clientLagOMeterResolution "16"
seta cg_predictMG "0"
seta cg_predictSG "0"
seta cg_predictRG "0"
seta g_motd ""
seta hud_specTimerPosition "10 90"
seta hud_showSpecTimers "0"
seta hud_speedPosition "550 70"
seta hud_multipovStyle "1"
seta hud_selfOnTeamOverlay "1"
seta g_teamAutoJoin "0"
seta g_allowMultipov "1"
seta g_allowLockTeam "1"
seta demo_playDemoCast "0"
seta demo_captureStats "0"
seta demo_aviscreenshotJPEG "0"
seta cg_teamchatonly "0"
seta cg_notvchat "0"
seta cg_ambientEffects "2"
seta cg_deadBody "1"
seta cg_enemyHitscanTint "120 1 1"
seta cg_teamHitscanTint "0 1 1"
seta cg_useHitscanTint "2"
seta sv_timeoutMaxLength "60"
seta sv_maxTimeouts "5"
seta sv_logXMLStats "0"
seta cg_logXMLStats "1"
seta ui_nick ""
seta cg_drawcrosshairnames "1"
seta cg_thinshaft "0"
seta cg_railstyle "3"
seta cg_smoke_NAP "1"
seta cg_smoke_GL "1"
seta cg_smoke_RL "1"
seta cg_weaponFovEffect "1"
seta cg_teamColor "255 0 0"
seta cg_enemyColor "0 255 0"
seta cg_forceColors "1"
seta cg_teamModel "marine"
seta cg_enemyModel "tactical"
seta cg_forceModels "1"
seta ui_autoAction ""
seta si_mode "FFA"
seta si_gameplay ""
seta si_flags "0"
seta si_brand ""
seta si_autoAction ""
seta s_ambient "1"
seta ref_password ""
seta r_vertexLight "0"
seta r_ambientScale "0.25"
seta cg_muzzleflashLights "1"
seta cg_powerupLights "1"
seta cg_projectilelights "1"
seta hud_timerPosition "305 10"
seta hud_timer "1"
seta hud_style "osphud1"
seta hud_lagometerPosition "10 380"
seta hud_FPS "0"
seta cg_noChatBeep "0"
seta cg_gibs "1"
seta cg_blood "1"
seta r_archivedLightDetailLevel "0"
seta g_allowSpecTimers "0"
seta g_crosshairBlink "1"
seta g_crosshairCustom2 "0"
seta g_crosshairColor2 "1 0 0 1"
seta g_crosshairSize2 "56"
seta g_feedScoreBot "1"
seta si_modes ""
seta vote_percent "51"
seta vote_limit "5"
seta vote_allow_xgosounds "1"
seta vote_allow_weaponrespawn "1"
seta vote_allow_warmup "1"
seta vote_allow_tourneylimit "1"
seta vote_allow_timelimit "1"
seta vote_allow_teamdamage "1"
seta vote_allow_shuffleteams "1"
seta vote_allow_selfdamage "1"
seta vote_allow_scorelimit "1"
seta vote_allow_restart "1"
seta vote_allow_remove "1"
seta vote_allow_referee "1"
seta vote_allow_random "1"
seta vote_allow_poweruprespawn "1"
seta vote_allow_overtime "1"
seta vote_allow_nextmap "1"
seta vote_allow_mutespecs "1"
seta vote_allow_modelsounds "1"
seta vote_allow_map "1"
seta vote_allow_kick "1"
seta vote_allow_footsteps "1"
seta vote_allow_falldamage "1"
seta vote_allow_dropweapons "1"
seta vote_allow_droppowerups "1"
seta vote_allow_buymode "1"
seta vote_allow_autobalance "1"
seta vote_allow_armorsystem "1"
seta vote_allow_armordecay "1"
seta net_autoAdjustPrediction "0"
Revenir en haut Aller en bas
Contenu sponsorisé





Le tuto multiplayer de Quake 4 - Page 3 Empty
MessageSujet: Re: Le tuto multiplayer de Quake 4   Le tuto multiplayer de Quake 4 - Page 3 Icon_minitime

Revenir en haut Aller en bas
 
Le tuto multiplayer de Quake 4
Revenir en haut 
Page 3 sur 3Aller à la page : Précédent  1, 2, 3
 Sujets similaires
-
» [TUTO et PRESENTATION] Enemy territory : Quake Wars
» Quake Live Beta is On
» Topic des modes pour Quake 4 solo
» Chopper la clef pour la beta de ET Quake wars (DERNIER JOUR
» [Tuto] Battlefield 2

Permission de ce forum:Vous ne pouvez pas répondre aux sujets dans ce forum
Site de Gamers et d'entraide informatique. :: les jeux :: jeux en ligne-
Sauter vers: