Note: Do not use cg_predictItems 1 with cg_predict 2. This is the maximum rate at which you will be able to receive data from the server. example: FPS =125 CL_MAXPACKETS =100 means your MAXPACKETS BECOME 63 (half your fps because 100 is NOT divisible by 125). I use cl_packetup 2 or 3 is about as high as i would go. Gives Regeneration. Whether timenudge indirectly affects your outgoing data is unlikely but that issue is best being left for a timenudge-specific topic. *Oh and having maxfps 333 can mess up a server by causing everyone else to lag. This smooths players out when you use high timenudges, at the cost of some accuracy. Please log in or register to continue. Perfect for Logitech's SetPoint Implementation Option. 1 - Can be used but errors will occur (players in walls and stuff). The default value is 1. Even raising your mouserate (hz) even makes a large difference, not so much in new mice since alot come set to around 500hz. Learn to setup a dedicated server, using our dedicated server tutorial. For this reason, we recommend that you use lightmap lighting unless you really need the extra performance. Any frame rate lower than 30 will not be completely smooth. Setting this lower will result in lower pings - but also frame rates. If you ping higher use negative nudge(not recommending due to extremely choppy players, almost the same as cl_timenudge). It works with Quake III, IoQuake3, OpenArena and Xr eal.The mod and the community are active, We welcome You at our servers & homepage !. Use again to lengthen time. This is the data transmission equivalent of a framerate. For most of you this will be set at 25000, but for others with slower connections, you can take the rate at which you connect at and divide it by 10 to get your Rate value. Some servers use sv_fps 30 and I have seen some sv_fps 40 servers. 20 Years of Quake 3 and Quake3World: Posted: DooMer @ 12-02-2019 01:11 PM There I was, a young man and avid Quake 2 player patiently awaiting the release of the Quake 3 demo. Regardless of how high you set your snaps setting, you will not be able to receive more than the rate at which the server runs which is defined by its sv_fps setting. Setting this lower will result in lower pings in most cases, because the servers will be sending you less data. By using a positive timenudge, you can ensure that the client waits those crucial few milliseconds more to allow the next snapshot to arrive successfully, thus keeping gameplay smooth and accurate - even if the incoming data is deliberately lagged. Use again to lengthen time. You can change the preset limit in SP games to a shorter (or longer) amount of frags. The default value is 600. We recommend that you check this box for performance. mostly everyone can handle this it just depends on how solid your connection is, routing, the server, etc.. 40 is a general number because the server will lower it to the servers sv_fps for you. cpma forces your snaps to equal the servers sv_fps when you connect so dont bother setting a value. Another way to battle lag is to adjust the rate. It also will result in less hard drive access. This affects how your client processes the snapshots it receives. If you set the LOD to 2, your gun will look much uglier, but the game will run better. Try different values and pick what works for you. Set higher if you have much packetloss. Unbinds the Q key so you don't get quad damage without binding key. example: say your desktop resolution is 1024x768 but you play in 800x600, in your video cards profile override the refreshrate for 800x600 so when quake 3 loads, your screen resolution bumps down from 1024 to 800 and that raised refreshrate gets used automatically. To change the head of your character, in the console, type this: /headmodel . Note that cg_predict 2 was introduced 9 Sep 2002, the definition of a "slow machine" has changed since then. - if you dont notice a difference, then you'll love q4. The items will be simplified from 3D objects to 2D icons.Simple Items disabled: Gibs are the flesh remains that stick around after a player is killed. Gives Battle Suit. There is nothing else applied to the data until it gets to the sensitivity, acceleration, m_yaw, and m_pitch part of the code. google_ad_height = 90; Gives Quad Damage. google_ad_format = "728x15_0ads_al"; This value can be set as low as 0 or as high as 3. If you have dialup or wireless you will probably be better using snaps 20. This can cause a distraction but we recommend that you leave it enabled. This is a code that binds a key for anything.if you use this code you can get or do anything you want with the key you binded. Enable cheats (watch video if you dont know how) and type codes in console by pressing ~. We recommend that you set this to 0. For example, if your framerate drops to 100 then your valid MaxPackets values will change to: So if you have your Cl_MaxPackets set to 100 and are using 125fps then mostly your MaxPackets will be at 63 (this is the largest value not exceeding the input Cl_MaxPackets limit). Blazkowicz. There are many players who have enjoyed this mod since its release in the early 2000s. Then again it can throw you off. DeFRaG is one of the most popular mods of all time for Quake 3, and highly requested in Quake Live. Since Q3Test version 1, many people have complained about the time it takes for the Railgun trail to go away after shooting. Most of today's computers will not notice any difference at all. Increase this value slightly for a larger crosshair, or decrease it for a smaller crosshair. 1: Could be used to help judged where the persons moving next. Gives grappling hook, which doesn't come with /give all. At some point during this nudged interpolation, the actual next snapshot will arrive from the server. This setting should be set equal to the server's sv_fps setting (default is 20). This responds back with a message of the day to the client. Setting the value below to 0 will disable shadows completely. The actual MaxPackets sent to the server MUST be equal to (your_FPS/x), once again where x is an integer. You can submit a problem report for any non-working or fake code in the lists above. The Level of detail (LOD) will configure the detail of weapons and objects. Keep in mind that stencil buffering is not supported by all video cards and therefore we do not recommend that you use it. Gives you a pack of rockets, replace with ammo of your choice. google_color_border = "EBEBEB"; If you set your rate higher than what your connection can actually achieve, this is what will happen: When there are more players on the server (or just players constantly shooting) there is more data that needs to be sent from the server to the clients. To be able to use codes in single-player mode, in the console, type: /sv_cheats 1, then, /devmap. This works because Q3 treats SP games as a listen server. By using this site, you agree to its use of cookies. Got tired of standart CPMA/QuakeLive ? Gives you all weapons and armor but no grappling hook. /headmodel sarge/red Hope you can have fun with this little code. Release the jump key as you take off. You can set a desired amount of system memory, or RAM in MB, for Quake3 Arena to allocate. Begin a game with the quake3.exe +seta g_spVideos "\tier1\1\tier2\2\tier3\3\tier4\4\tier5\5\tier6\6\tier7\7\tier8\8" command line. Setting this higher than 1 with increase the brightness and lowering the value will decrease the brightness. before the CPMA fixes). Boy was I disappointed when I loaded up the game and got 10 - 15 FPS. xxx equals your FRAMES PER SECOND(monitors refresh rate), if you set this to ANY NUMBER lower than this, it will CUT YOUR MAXPACKETS IN HALF. example:/bind q give quad damage so if you type /bind q give quad damage you can get quad damage with 'Q'key.Also if you type /unbind q it will unbind the key.Hope you will have fun with this code. google_color_link = "0039BA"; You can hide your weapon in Quake3 Arena, which will leave the crosshair visible. //-->. So, those of you that know what your doing, OVERRIDE your monitors refreshrate to 125hz at whatever resolution you play in, most of you should be able to get 120hz with a crt. My favorite setting is between 30 and 33. If you set the value to 2, the shadows will be stencil buffered. The primary lighting used in the game can be rendered using two options: vertex and lightmap.Vertex lighting is much faster than lightmap lighting, but lightmap lighting is more detailed, and the colors are deeper and rich. The crosshair size (measured in pixels), is important for several reasons.If you're having a hard time seeing the crosshair, you can increase the size. So you should set your MaxPackets as high as you can without it affecting your ping (and without going over 125).