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B E G I N N E R S
F R E Q U E N T L Y
A S K E D Q U E S T I O N S
Other FAQ's at Quake3world.com:
How can I change my name color?
When typing your name into the console, enter a caret: ^ (by holding down the SHIFT key, and pressing number 6 on the top
row) and then a number between 1 and 7. The caret will disappear, and now all the text you type will be in a different colour. You can switch colors as often as you like.
When you press return, the name is saved into your Quake 3 config so u only have to type it once.
Available Color Codes:
^1 = Red
^2 = Green
^3 = Yellow
^4 = Blue
^5 = Light Blue
^6 = Magneta
^7 = White
The same color codes can also be used for chat text.
How can I make my text blink/fade
These are features of the modification OSP. OSP knows an additional number of ^ controls next to the standard colors. Here's a list of the OSP controls:
^B or ^b = This makes your text blink
^F = Only makes the text visible the 1st half of a second
^f = Only makes the text visible the 2nd half of a second
^X[rrggbb] = Gives the text color. Replace [rrggbb] with the hex value of the desired color. Example: ^XFF0000 is red and ^X777777 is some kind of grey.
^N = This resets all the ^ controls, making the text behind it look like normal again
Railgun Parameters
r_railSegmentLength (defines the length of a single "segment" of the railtrail, default: 32)
r_railCoreWidth (defines the width of the center ring of the railtrail, default: 6)
r_railWidth (defines the width of the outer ring of the railtrail, default: 16)
cg_railTrailTime (defines the amount of time in ms that the railtrail is visible, default: 400)
You can edit these parameters by using the console (see topic "Console: Using and finding" for more info on the console).
How do I change my rail effects style?
Since the 1.30 Point Release of Q3, there are two different possible appearances of the Railgun's trail. The first appearance is the old "laser" style trail:

New, since 1.30 is the Quake2-ish style with an added spiral effect:
You can choose a different appearance with the cg_oldrail variable using the console (see topic "Console: Using and finding" for more info on the console). Setting cg_oldrail to 1 will make the trail appear in the old style, setting it to 0 will make the trail appear in the new spiral style.
How do I change my rail color?
In the player setup menu under effects you have a slide of colours, choose any colour from the selection and it will become the colour of the slugs that come out of your rail. To change the color of the spiral trail effect (see topic "How can I change my rail effect style?") and the little spot the railgun trail leaves behind on a wall you must set the variable color2 to the color of your preference using the console (see topic "Console: Using and finding" for more info on the console). You can not change this color through the menu. The colors you can assign to color2 are as follows:
\color2 1 sets the color to Blue.
\color2 2 sets the color to Green.
\color2 3 sets the color to Light Blue.
\color2 4 sets the color to Red.
\color2 5 sets the color to Magneta.
\color2 6 sets the color to Yellow.
\color2 7 sets the color to White.
The laser trail color can also be changed in the same fashion using the color1 variable instead of color2.
Armor & Damage
The color of the armor represents how much you get and it always absorbs 2/3 of the damage. Yellow = 50, Red = 100
When you get shot, Quake3 takes the damage done and multiplies it by 2/3 (Some damages: Rail=100, Rocket=100(max), Shotgun=115(max))
This amount is taken off your armor, then the rest is taken off your health. If your armor is insufficient to cover the 'debt' the leftover comes out of your health: Armor damaged first, up to 66% of the power of the shot,
then the remaining taken off your health. Which means you must have at least 34 health and 67 armor to survive a rail. For every point of health you have above 34, you may have 1 point less of armor and you will live. (44H,57A=OK but 33H,200A=Dead)
It is only if there is a suitable large health debt (i.e. you have 20 health and the remaining power of a rail that hits you is worth 80) that you will gib (turn into bones, blood and beefburgers) otherwise you just flop on the floor.
Your health is represented by the number in the center bottom of the screen, next to the icon of your own head. Your armor is represented by the number in the right bottom of the screen, next to the icon of the armor.
Ammo & Weapons
At the bottom left there is a number with a symbol or ammobox icon next to it. This icon indicates what weapon you currently have in your hands, and the number next to it is the amount of ammo you have for that weapon.
If you run out of ammo for a certain weapon, you will automatically switch to the next one. You cannot use the weapon without ammo until you pick up additional ammo for it (by picking up an ammobox for the required type of ammo or or by picking up the same weapon again). The different ammo types are recognizable by the color of the box and the icon on the box itself.
If you completely run out of ammo, you will automatically switch to the gauntlet. This weapon uses no ammo, but only deals damage to your opponents by holding down the fire button, and walking up to someone else to deal a powerful blow.
Here's a list of the different ammo types:
- Bullets: Used for the Machinegun (MG). Represented by yellow ammo boxes.
- Shells: Used for the Shotgun (SG). Represented by orange ammo boxes.
- Grenades: Used for the Grenade Launcher (GL). Represented by green ammo boxes.
- Rockets: used for the Rocket Launcher (RL). Represented by red ammo boxes.
- Lightning: Used for the Lightninggun (LG). Represented by brown ammo boxes.
- Slugs: Used for the Railgun (RG). Represented by light green ammo boxes.
- Cells: Used for the Plasmagun (PG). Represented by magneta ammo boxes.
- BFG Ammo: Used for the BFG10K (BFG). Represented by blue ammo boxes.
What is a Pure Server?
A pure server is a cheat-avoidance mechanism. When you connect to a pure server you cannot use any modifications to your own Quake 3 distribution, that the server is not running also.
Example: If you have a really cool new skin, but the server doesn't, and it's pure, then you cant use this skin either. If the server has the skin, and is set to pure, and you have this skin, then you CAN use it.
As a cheat avoidance mechanism it is hoped that the server admins out there dont run modifications like an AIMBOT (you point, it shoots for you, you get good accuracy and a ludicrous amount of kills with the railgun, but what's the point of playing shoot-em-up games where you don't do any shooting? It's cheating of the most pathetic kind).
Chatting In Game
There are 4 talk commands available:
- /say (words)
- /say_team (words)
- /tell_target (words)
- /tell_attacker (words)
They should all be pretty obvious, if not here is a rundown: SAY tells everyone the (words) you wrote, SAY_TEAM sends the message to your team only, TELL_TARGET says something to the person you last sighted your gun on and
TELL_ATTACKER says something to the last person who shot you.
Binding to a key using the console:
/bind KEY "CHAT words, words and more words etc"
replace KEY with a valid key
replace CHAT with the chat command
note that the quotes start before the chat command and finish at the end of the message
Maps: Installing and Using
Maps come as one of 3 kinds of files:
- a .bsp - a raw map file
- a .pk3 - a .bsp file inside a zipfile with a .pk3 extension
- a .zip - a zipfile containing the .bsp, .map or .pk3
Okay. If you have a ZIP file, open it up. Inside there is usually a readme.txt for you to read and a .pk3 file that contains the map.
Extract your .pk3 file and go to the step below. If there was a .bsp in the ZIP, go 2 steps below:
If you have a .pk3 file, then it needs to go into the baseq3\ directory, alongside your pak0.pk3 and others.
If you have a .bsp (and/or a .aas/.map file, aas = a representation of the map for the bots to use) then this .bsp file needs to go inside a directory called maps inside your baseq3 directory.
Note that your .pk3 .bsp/.aas or .map files should NOT have any CAPITAL LETTERS in them, or they won't be detected by the game.
Playing The Map: For a map to show up in the menu, it needs one of three things:
- The UIArena modification, that adds maps to menus even if they have no descriptive textfile associated with them
- A description file that the game uses, called arenas.txt, found inside the scripts directory inside baseq3, or inside a directory called scripts, inside the LAST PAKFILE TO BE LOADED (alphabetical order)
-
A description file called mapname.arena (mapname = the name of the map), also found in the scripts directory of a baseq3 or pak0 file
It is not recommended that you edit your pak0.pk3!
It is not recommended that you edit arenas.txt!
mapname.arena is a far better way to do it these days. Even without this file or modification, if you have followed the instructions about ZIP, BSP and PK3 files, then you can start the map with the /map mapname
command. Good map makers organise their pk3 files correctly and include a .arena file. It takes about 2 minutes extra work.. (if they haven't done it I doubt their map is very good)
Alternatively, a map can also be loaded by using the console (see topic "Console: Using and finding" for more info on the console) using the map command. Enter /map MAPNAME in the console where MAPNAME should be replaced by the name of the .bsp file (often located inside the pk3).
Example:
If you wish to load the "Temple of Retribution" map (q3dm7.bsp) then you should enter \map q3dm7. Use devmap instead of map if you want cheats to be enabled.
Skins: Installing and Using
Before explaining how to use skins and models, I'll shortly explain the difference between the two. Models are 3-Dimensional (animated) objects. The model can be compared to the bones and muscles in your body. This defines the raw shape of your body.
A model also needs a texture to be drawn over it, otherwise a model has only one single color and no detail at all. This texture is called a 'skin'. The name is obvious as this skin can be compared to the skin around your body and the clothes you wear. Everything that is outside of your own body and which cannot be modeled can be made visual with a skin. Thus understand that a model and a skin are not the same. There can be differend skins for one model, but a skin will only fit one model. So skins and models are not completely interchangable.
Most skins and models come in .PK3 files. Often these .PK3 files are put in a zip file. To install the skin or model, simply unzip the .PK3 file into the baseq3\ folder located in your Quake 3 Arena installation folder (default is c:\program files\quake III arena). You will often find that you can download skins for existing models without the original model being included in the package. If the model that the skin was made for is not an original model that came with the game, then you will probably need to download the model the skin was made for as well. Models, on the other hand, always come with one or more skins since a model without a skin is useless (usually the only skin included are just a default skin and a red and blue variant for Capture the Flag and Team Deathmatch games).
There are 2 ways to select the new model/skin. First way is through the player menu. If the modeller/skinner set up his .PK3 correctly, it should now appear somewhere in the playermodel selection menu (setup->player->model). Select the new model/skin of your choice and you're set. However, selecting your model through the playermodel menu only sets up the model you will use it in 'Free For All' or 'Tournament' games. If you connect to a 'Capture the Flag' or 'Team Deathmatch' server you will notice you are still the default Sarge model.
The model used in teamgames cannot be changed through the menu, so this has to be done through the console (see topic "Console: Using and finding" for more info on the console). There are four different commands to change the currently selected model/skin:
- model: This command is used to change the body of your character (thus not the head) for FFA and Tourney games.
- headmodel: This command is used to change the head of your character for FFA and Tourney games.
- team_model: This command is used to change the body of your character for CTF, TDM and other team games.
- team_headmodel. This command is used to change the head of your character for CTF, TDM and other team games.
These commands are always followed by "MODEL/SKIN" where model is the name of the model, and SKIN is the name of the skin.
Example:
If I wanted to use the Razor model with the Patriot skin, I'd enter \model razor/patriot.
If I don't like Patriot's head and think Visor looks better on Patriot's body, I'd enter \headmodel visor/default
If I wanted to use the Hunter model for teamgames, I'd enter \team_model hunter/default
Note that if you wish to use the "default" skin, you can remove the /default part since Q3 will automatically search for the skin named "default" for the selected model.
Also note that if you connect to a pure server using a model that is not on the server itself, you will revert to using the default Sarge model (see topic What is a Pure Server? for more info).
Skins in detail, .md3 files:
Just like every other Quake addon out there, skins come either as a .pk3 file in which case the designer of the skin knows his stuff but cares about newbies, or a .md3 file in which case the designer of the skin knows his stuff but forgets that what is easy to one person is another person's nightmare.
An .md3 file is not enough on its own - you need model textures, similar to the way a skeleton supports human muscle but doesn't dictate what they look like.
Inside the original pak file from id software, there is a 'models' directory
inside. Models are all the objects within the game (health, techs, ammo, guns, players etc.)
As a skin/model we will be interested in only the 'player' subdirectory of 'models'.
Inside 'player' there is a directory for each bot, except where two bots use the same skin and model, like Grunt and Stripe.
Inside, e.g. Xaero's directory (called 'xaero') we find the following files
animation.cfg //very important, textfile to tell the game where xaero's bodyparts attach
blue.tga //blue xaero graphics
blue_h.tga
head.md3 //model of xaero skull
head_1.md3
head_2.md3
head_blue.skin //skin definition file for blue xaero
head_default.skin //as above but normal xaero
head_red.skin //as above but red xaero
icon_blue.tga //blue pic of him on bot selection screen
icon_default.tga //...
icon_red.tga //...
lower.md3 //model of his legs
lower_1.md3
lower_2.md3
lower_blue.skin //skin def file for his legs
lower_default.skin
lower_red.skin
red.tga //pictures of xaero's skin/clothes
red_h.tga
upper.md3 //xaero's torso model, his ribs etc.
upper_1.md3
upper_2.md3
upper_blue.skin //similar to other skins
upper_default.skin
upper_red.skin
xaero.tga //bits of the guy
xaero_a.tga //pics of his armor
xaero_h.tga //pic of his face
xaero_q.tga //dunno. tiny image
Okay, that's a lot more files than just the .md3, isnt it?
Well, here is my postulation on what the game does:
Loads the model skeleton (the .md3)
Loads the pictures of his skin, armor, clothes, head (the .tga)
Loads the .skin files
Uses the .skin files as instructions for cutting up the images of the clothes, etc. and where to wrap them onto the skeleton (the .tga files for, say, his upper body have a load of images pasted onto one, they need to be cut apart again).
Uses the animation.cfg to stick all the parts together in the right place. --- So you're going to need a bit more than just an .md3 I think, especially if you not only want a different skeleton but a different outward appearance...
That kinda settles what to do with an .md3 ... throw it away.
Put the .pk3 file in your baseq3 directory. Have look inside it with winrar and see what is in there. If there is a full set of md3 files and skins and tga, then the pk3 is a new model, and you should use it with the following console command:
/model "modelname/skintype"
where modelname is the name of the model, as dictated by the filename of the main tga file for the character, in this case it was xaero.tga
and skintype is dictated by the variants of the .skin files. In the pak0.pk3 there are only "default", "red" and "blue", but your new model may have different skintypes, different colors or different appearances. Check it out
Mods: Installing and Using
Get the latest patch for Q3A, as there is a mods menu that loads mods in for you rather than having to use shortcuts and console/shortcut commands.
Now, download your mod. It will likely be a zipfile containing the PK3 (data file) and a load of readme's and maybe a few config files. All these files are to be placed in a subfolder under your Quake3 installation folder (default is c:\program files\quake III arena). Usually the mod author set the zip file up so that if you unzip the entire file into your Q3 folder you´re ready for play. Do make sure you recurse the folders inside the zip. If the mod author did not do this, you will have to create a directory inside your Q3 folder first, and unzip the files into your new folder.
If you do want to create your own shortcuts on your desktop or start menu which automatically start up Q3 with a mod loaded, add +set fs_game MODDIR to the startup command. Replace MODDIR with the foldername the mod's files are in.
Example:
If I want a shortcut to OSP, and I have Q3 installed to c:\program files\quake III arena the shortcut startup command would look like this:
c:\games\quake III arena\quake3.exe +set fs_game osp
Note that the fs_game command cannot be used while Q3 is already loaded. Use the mods menu then instead.
Console: Using and Finding
"the console" is a phrase used a lot, but how is it accessed? Press the tilde ( ~ ) key at any time in the game except during a map load. ~ key is found above TAB and to the left of number 1.
What is it? What can it do?
The console is a command line type interface thing, a bit like DOS, it's not DOS, it's a custom command interface written by id software. The console can be used to change variables of the game or to enter commands. Every single thing that has a value one way or another can be changed through the console. The console contents can be scrolled up and down with the PAGEUP and PAGEDOWN keys. Commands you typed previously can be accessed with CURSOR_UP and CURSOR_DOWN keys. CURSOR_LEFT and CURSOR_RIGHT let you go back along the string you typed and edit wrong bits. The console supports TAB COMPLETION, if you type parts of a command then press the TAB key and the game will fill in the rest of the command. Note: If there is more than 1 possible match, all of the possibilities are displayed.
The difference between commands and variables
The difference between a command and a variable may not be clear at first, but it's quite easy to explain. A variable holds a value, whereas a command executes a certain function. For example, quit is a command. Entering \quit in the console will close Q3 and bring you back to your desktop. An example of a variable is cg_drawgun. Possible values are 0 (your gun will not be drawn) or 1 (your gun will be drawn). There are also a number of commands, often related to player movement, that are "key sensitive", meaning they act only while the key the command is assigned to is held down. The +forward command is an example of this. This command is used to let the player walk forward. While the forward key is held down, the player must walk. When the key is released, the player must stop walking. To check out how this works, just enter +forward in the console and you'll notice your character starts walking forward. He/She won't stop walking until you enter -forward in the console.
How to enter commands and change variables?
Whatever you wish to do with the console, always put a backslash or slash (\ or /) in front of what you type. Otherwise Quake3 will handle your entered text as a chat message.
To execute a command, simply enter the command and press enter. To change the value of a variable, enter the variable name followed by a space and the new value. When you hit enter the new value will be assigned to the variable. If you want to see what the current and default values of a certain variable are, enter the variable name without any value behind it and hit enter. The console will now show the current and default values.
Certain variables however will not show any immediate change. Mostly variables beginning with r_ (which are related to video settings) need a restart of the render system to be applied. To reset the render system enter vid_restart. If a variable value that needs a restart of something, you will see the pending value as "latched" when you only enter the variables name.
For a listing of Console Commands, head to Commander Keen's Console Tweaking Page.
Console: Binding Keys
Most primary functions (like walking, strafing, jumping, shooting) can be bound through the controls menu. However, sometimes you want to assign a certain command to a key. This can be done with the "bind" command.
Example:
I want to assign my 'W' key to walking forward. This can be done by entering
\bind w "+forward"
Console: Aliases and scripts
Scripts are a number of commands executed in order, or variables changed to a certain setting by an automated script which can be set off by a single press of a button. A script can range from a simple toggle script to enable or mute the sound to giant scripts that time items for you.
A script often consists of one or more aliases. An alias is a short one-line script put. This alias is treated like any other command in Q3, though there is only one difference. If you bind a key to your alias like normal commands, Q3 will echo (display) the content of the alias (the list of commands inside). To circumvent this problem, you need to put vstr in front of the alias name.
Example:
I have an alias named myalias and want to bind it to my 'Q' key. This is what I need to enter in the console to do this:
\bind q "vstr myalias"
You can create new aliases using the "set" command.
Example:
I want to create a script that says "I'm bored with life" and then it should kill myself. Here's how I would create the alias:
\set myalias "say I'm bored with life; kill"
The 'say' command will chat the "I'm bored with life" text to the other players, and the 'kill' command will let the player suicide.
Important note: Q3 will NOT save aliases after you quit the game. So it is advised to put the aliases in a cfg file (preferably autoexec.cfg). (see topic What are config files? for more info).
For a huge list of scripts, take a look at The Bind Arena
How do I take screenshots?
Press F11 to take a screenshot (picture), either in-game or in the console. To take a screenshot of the console itself , open up the console and type in the console , /screenshot (without quotes).
It saves it as a *.tga file. You can find your screenshots in the screenshots folder (QuakeIIIArena\baseq3\screenshots), if you can't your screenshot you may have to look in the corresponding mod folder (e.g. QuakeIIIArena\arena\screenshots).
You must have a program that is able to view/open/edit *.tga files such as Acdsee, Adobe Photoshop , or Paint Shop Pro. Then you can change the file format to *.jpg to upload or save the screenshot.
One of the later Point Releases introduced the command /screenshotJPEG, which saves the current viewport to a JPEG image file (usually named sequentially shot0001.jpg) instead of a *.tga file.
How do I get points in CTF?
- 5 points for capturing the flag
- 1 point for returning your flag
- 2 points for fragging the enemy flag carrier
- 2 points for fragging someone who has recently damaged your flag carrier
- 1 point for fragging an enemy player within sight or near your flag carrier
- 1 point for fragging an enemy player in your base
- 1 point for fragging an enemy player
- 1 point for assisting a capture by returning the flag and your team capturing in four seconds
- 2 points for assisting a capture by fragging the enemy flag carrier and your team captures in four seconds
Bots: How to Control
Did you know you could use the console team chat to give bots commands, you can say more intelligent commands like "Grunt camp with rail for 5 minutes" and he will actually do it. I've stumbled over some commands I thought were useful here.
The commands:
'I am the leader'. This will let bots know that you are the leader. No other bot will assume command.
The bot should follow/accompany/cover/go with the designated team member for the specified time.
If no time is specified, the bot will carry out command indefinitely. (However, bots, like humans, get sick of doing the same thing over and over again. They might get fed up with you and go do their own thing.)
follow for xx
follow forever
accompany
accompany for xx
accompany forever
cover
cover for xx
cover forever
go with
go with for xx
go with forever
go to Bot should go either go to the specified location or pick up the specified object.
get
patrol from to Bot will run back and forth between specified locations and/or
objects for the specified time.
patrol from to for xx
patrol from to forever
camp near Bot will camp (and defend) near the specified location or object for specified time.
camp near for xx
camp near forever
camp here The bot will guard YOUR present location for a specified period of time.
Bots told to Camp will NOT move around to collect items close to their targets.
camp here for xx
camp here forever
camp there The bot will guard its own location for a specified periond of time.
Bots told to Camp will NOT move around to collect items close to their targets.
camp Bot will camp at specified object or location for specified time.
Bots told to Camp will NOT move around to collect items close to their targets.
camp for xx
camp forever
defend
defend for
defend forever
guard
guard for xx
guard forever
help Bot should find and assist other team member.
meet
lead the way (then give action – bot will wait for you to follow)
Bot will go on ahead, then perform specified action.
kill Bot will hunt down and kill specified player.
hunt down
dismissed Bot will stop performing the last task you commanded it to do and commence roaming.
dismiss
stop action
I quit being the leader Allows a bot to become the team leader and give commands.
I quit being team leader
I stop being the leader
I stop being team leader
Also refer to the Bot Commands helpfile "\Extras\Help\BotCommands.html" located in your Quake3 installation folder (default is c:\program files\quake III arena).
How do I record and playback demos?
Recording Demos To record a demo to send to your friends, enemies and prospective challengers. Any words that are in BOLD are commands that need to be typed into the console or bound to a key:
Start the level
1. /g_synchronousclients 1 2. /record (demoname) where (demoname) = the name you want for the demo file 3. Set synchronousclients 0 cause leaving at 1 causes choppiness and lag as the game tries to wait for all clients to be up to date
4. When youre done, /stoprecord
Playing Back Demos
Select a demo from the demos menu, or use /demo (demoname) in the console.
Demo playing fails if:- The map was not found
- A required mod was not found
- The version of Quake that saved the demo was higher than/(sometimes just different to) your current version
Note: Demos in .dm66 format can be renamed to .dm67 and vice versa.
The timedemo benchmark
You might have seen the term "timedemo" before, but what exactly is a timedemo? A timedemo is nothing more than a benchmark to test the speed of your current computer system. In a timedemo, Quake3 will playback a demorecording at the highest speed possible (rendering as many frames per second as possible). At the end of the benchmark, Quake3 will show the results in the console. The most interesting number that'll show up is the average amount of FPS (Frames Per Second) rendered, as this is a pretty solid number to compare to other computers, provided that the same demo is ran with the same graphics settings on both machines.
You can run a timedemo on your own computer by entering the following commands in the console:
\timedemo 1
demo DEMONAME (replace DEMONAME with the name of a demofile, or you can select a demo through the demo menu) After running the demo, the results will appear in the console. Sometimes you must use the PGUP key to scroll a bit up because the results aren't always showing up at the last line of the console. Don't forget to set timedemo back to 0 after running the demo.
Splash Damage: What and how?
This is an effect that is only on certain weapons such as Rocket Launcher, Plasma Gun, Grenade Launcher and BFG. It is the "splash of the weapon that creates this damage". You could compare this to the force of an explosion. Standing slightly away from an explosion can still hurt you. Splash Damage is always calculated in a radius. This means that the center of the "splash damage sphere" around, say, the rocket deals full damage (ie, a direct hit from a rocket delivers a hit of 100 health). The further you are away from the rocket's impact location, the less damage the rocket splash will do. You will often find yourself rather using splash damage from some weapons than direct hit damage, since it's very hard to get a direct hit with a grenade or rocket.
What is and how do I strafe jump?
A process that enables you to move at a faster-than-running pace. When you strafe jump you perform a continuous jumping cycle while running forward and strafing in alternate directions
(or the same direction if you want to curve your jump)
How to do it: Firstly, let's get you into the habit of jumping continuously, because strafe jumping is a bit hard to attempt all at once.
Perform the following on a level with nice long open spaces or corridors like Deva Station.
Stage 1 Run forward. At no time in this example do you let go of the run forward key. While running, jump. When you are in the air, release the jump button and press-and-hold it again. When you land, you will jump back into the air instantly.
Repeat the above until you are comfortable with doing it everywhere.
Stage 2 Perform the exact cycle as above EXCEPT:
When you jump in the air the first time, press and hold strafe left IN ADDITION to what you do already (holding forward and jump-cycling).
After you land and skip back into the air, switch from holding strafe LEFT, to holding strafe RIGHT.
After you land and skip back into the air, switch from holding strafe RIGHT, to holding strafe LEFT.
Do that for as long as you want/can travel.
Note: Playing jackrabbit can leave you a target for rail whores because your ability to change direction is limited.
Also: You can do this backwards, simply by using the BACK key instead of the forward key
What are Rocket Jumps and Plasma Climbs?
Both with Rocketjumps and Plasmaclimbs you make use of the knockback of the splashdamage from the weapons. This may sound confusing, but in reality it isn't too hard to understand. Performing them is another story...
Rocket Jumps
To rocketjump you need to hold a Rocket Launcher. Look straight at the floor. Now pull the trigger and jump simultaneously.
You'll notice that, provided the jump was done right, you'll fly quite high into the air, at least far higher than you could ever reach with a normal jump. Rocket jumps may take some practice, and are sometimes hard to perform with lag. Practice them
a bit first on your own. Note though that rocket jumps take quite a bit of health, sometimes as high as 50 or 60. Be sure that you can afford to lose some health and that making the jump is worth it.
Not only can these sorts of jumps be performed with rockets, you can also try to do this with the BFG, or try to use a grenade. Grenade jumps are a quite tough to perform, as you need to time your jump exactly at the moment the grenade
explodes. Fire a grenade straight at the ground a few times without jumping. Notice it's bouncing rythm and moment of detonating. When you can "feel" this inside, you can try your first jump.
Plasma Climbs
Often referred to as Plasmacrawling. Plasmaclimbing is something new to Quake3. It is the art of using the plasmagun's knockback to lift yourself up along a wall. Stand against a wall and look down at a slight angle with your feet.
Jump as you start firing your Plasmagun and hold the 'forward' key. Release the jump key as you take off. If you don't go into the air, adjust your aiming angle and make sure you aren't 'sliding' along the wall while holding the forward key.
Plasma climbs can be increddibly hard to master, and often aren't useful in real games.
Maximizing jump distances
Add/Change these settings in your q3config.cfg:
/com_maxfps "125"
/r_displayrefresh "125" (note: make sure a display refresh rate of 125 isn't harmful to your monitor)
You can calculate the perfect com_maxfps value:
1000 / x = com_maxfps value
x is a number, so 8 would result in a value of 125 as used in the example, 7 would result in 142, etc.
With these numbers you´ll reach the highest point while jumping (ie, the maximum distance possible). This is because of how the Quake3 Engine works.
Callvoting
First check to see if the callvote command is enabled on the server:
- bring down the console with (usually or else the key you bound to console) ~
- type callvote
if callvoting is enabled you will see a list of possible commands, if callvoting is disabled you will see an error message
To call a vote do the following:
- bring down the console with (usually or else the key you bound to console) ~
- type callvote command where command can be replaced by the following:
- from there people will see a message and they can choose to take (F1) or leave (F2) the vote.
map_restart: restarts the current map, or if there is a nextmap voted, it will jump to that map. This command comes in handy when things got screwed up somewhere and you want to completely restart the current game. This command wont require you to reload the map.
nextmap: this command is like the map command, but instead it callvotes a map, and where the map command switches to the next map at once, this command puts the map in hold. When the current round ends (fraglimit/timelimit) the map voted with this command will load.
map mapname: this loads a map of your choice and switches to it at once without having to wait for the current round to end.
g_gametype n: this command is pretty useful and I use it a lot. If lets say, the server is running on 1on1 (tourney) mode and you want it to run in ffa mode, you would /callvote g_gametype 2. 2 is the gametype for ffa. List of gametypes:
1 Tourney (1on1)
2 Free For All
3 Team Deathmatch
4 CTF
5 Oneflag (Team Arena only)
6 Overload (Team Arena only)
7 Harvester (Team Arena only)
The callvote g_gametype is usually followed by a callvote map as the gametype will not change until the next mapchange.
kick name: Here we get to one of the most used callvote commands. As you probably already have guessed this command can be used to kick players and you probably already know that overusing this command can cause you to get banned from certain servers. My advice: just don't use it.
Replace name with the name of the person you want to kick. If name contains spaces use it like "name of the one you want to kick" (including the quotes).
clientkick n: More often I find people acting dumb on servers and spoiling the games for the rest, but they have such strange names that it's almost impossible to kick them by their name. Instead, use "clientkick". Replace "n" with the clientnumber of the player you want to kick. You can retrieve the playernumber by opening the console (with the ~ key) and entering \serverstatus. You'll get a list with server settings and the players playing on the server. The first number in front of each player's name is the client number. Use that number when kicking someone through clientkick.
Graphic problems?
If you´re experiencing problems with your graphics, please make sure you have the latest patches. The latest drivers are also key in this area.
Get these at your manufacturers site.
Often there´s a web addy on your videocard box, but if you can´t find it, do a search on your manufacturer in www.altavista.com, www.google.com
or www.webcrawler.com (see topic "Drivers: Latest links to-" for more info).
Modem and TCP/IP Enhancements
Microsoft TCPIP stacks have a problem that causes your ping to start climbing to ridiculous levels after being online for a couple of minutes. If this happens to you in game,
then you need to download the update from Microsoft to fix this. The name of the patch is: 236926up.exe which can be downloaded here. This only applies to Win95/Win98 systems.
Packet Loss: What is it?
Heres quick run down on the way the internet works:
The internet is a physical link between all computers on it. Some computers are on modems, some on cable, some on LAN, some on fiber connect. They all have different interface hardware, different device drivers, and above this physical/hardware (e.g. Ethernet) networking layer (more later) lies the transport layer, responsible for transferring data.
Transport layer comes in 2 flavours:
TCP - Transport Control protocol
IP - Internet Protocol (UDP)
TCP creates a 'tunnel' from source to destination, guarantees that information arrives intact and in the right order without errors. It is used for transferring files - they must be intact and correct.
IP operates differently; It carries data from A to B, makes no guarantees of the route it will take, or that data will ever get there intact and in the right order, if at all. Quake 3 operates on this system, using UDP, User Datagram Protocol, which effectively amounts to the same thing, regarding lack of guaranteed delivery etc.
Why does Quake use this system, you may ask. Well, UDP is simpler than TCP and requires less resources, it is easier to broadcast to a lot of people (RealPlayer uses the same system) and, in Quake, if the packets arrive out of order, or never, then it's no good... especially if a "you died" packet arrives 5 minutes later than it should and kills you for no reason.
Packet loss is exactly that. When these UDP packets are lost in the system, remembering that there are no guarantees of delivery, so ISPs feel justified implementing systems that simply throw away UDP packets when the system is crawling with more of them than can be handled. They are also lost legitimately. If their "Time To Live" expires while en route to you then they are
squished by whatever computer they are passing through at the time.
If you are suffering severe packet loss consistently, tell your ISP: They may have a filter on it to throw away extra ones when the system gets saturated.
Note on layers: These days, many computer hardware manufacturers exist, for all kinds of things, and many software producers exist. It is hard to provide software that works directly with every hardware in the world. There is too much, so things are layered these days. A typical layer might be:
Program - MS Word 2000
Operating system - Windows
Device Drivers - etc
Hardware - the PC
To write Word2000 to know how to draw graphics using every card out there, and read every kind of input from every keyboard, etc. is plain silly. So Word2000 ONLY knows how to interact with the OS, the OS knows how to interact both with Word2000 and the device drivers, and the device drivers do all the Op Sys to Hardware tomfoolery to make your data store/transmit/get drawn on screen/etc.
That's how the layering works. Splitting the job up into small bits, putting your bit inside a box and telling other people what the buttons on the outside of the box do. The OS doesn't care what the device driver does to get a file off disk, it only cares that the file is there when it asks for it. Similarly, the device driver doesn't care about the reading of the file from data sectors on the hard disk. That's the job of the Hard Disk Controller. Errors are corrected before the data reaches the device driver. Your hard disk probably makes 2 or 3 errors a day that you never findout about because they are corrected on the fly.
The internet has a similar layer:
Physically, a wire connects 2 computers. Data is put down that wire by MODEMS, which communicate at a basic level using a simple protocol/modulation scheme, or in the case of Ethernet, each card has an address, and data is sent to all cards, only the one with the address matching the data packet picks the packet up. Above this layer comes reliable transport mechanisms. TCP/IP, the language of the internet, IPX, NetBIOS, NetBEUI etc. They carry data from A to B, whether it's a modem or ethernet card. Above this is the session/application layer, not MS Word and Internet Explorer kind of applications, but information movement applications, HTTP (web), FTP (file), SMTP (mail) and a whole host of other things. Above this, the
data goes via one of these sessions to a program that can understand it, it is presented and used, and that's where your Internet Explorer and your Netscape and CuteFTP come in..., and Quake3 of course.
What are config files?
Config files (marked *.cfg) are textfiles that contain settings, scripts and binds for Q3 (see topics on the console, scripts and binding keys for more info).
The one config file everyone has is q3config.cfg, located in the baseq3 folder inside your Quake3 folder, and in every mod folder. The q3config.cfg files contain all the settings and variables for Q3 and/or a particular mod. It is not recommended to edit these files manually, but you can safely look at them using a textfile viewer which supports Unicode Text Files (if you open up the q3config.cfg file in Notepad you'll notice all carriage returns have disappeared. I recommend to use WordPad instead).
You can also write your own config files (no need to save them as unicode text files). In these config files you can put variables, keybinds and anything that you can do through the console as well. Here's an example of a possible config file:
set name "Player"
set r_mode 4
bind mouse1 "+attack"
Save your config file as a text file with a .cfg extension instead of .txt, and save the file into your baseq3 folder. To execute your config file, start Q3, open the console and enter \exec CONFIGNAME where CONFIGNAME is the filename of your cfg file.
It is highly recommended to use a seperate config file for your scripts, since they won't be saved by Q3 automatically. If you don't want to execute your config files every time you start Quake3, you can name your config file autoexec.cfg and put this in the baseq3 folder. The autoexec.cfg will automatically be executed when Quake3 is started.
Take a look at The Bind for some example config files.
Creating Q3F configs
Okay, some people are having problems with Q3F and trying to make it save your controls, well there is a workaround, it goes as follows:
Start Q3F, not bothered how, just do it.
Setup your controls.
Exit the game.
Go to your ..\Quake III Arena\q3f\ directory (folder), open the q3config.cfg using notepad.
Copy all the text in there, don't save when
you close it.
Open Wordpad or MS Word.
Paste.
Now, Scroll down until the "bind...." stuff stops.
Delete all the lines under that, so the only lines are the "Bind..."'s.
Copy all that's left.
Start Notepad.
Paste.
Goto "Save as".
Save as autoexec.cfg in your ..\Quake III Arena\q3f and make sure the file type is "*.* all files".
Copy the shortcut you normally use to run Quake, so you have a "Copy of Quake III Arena" shortcut.
Right-Click it, select properties.
Click the 2nd tab.
Change the command line from:
"...\Quake III Arena\quake3.exe"
to
"...\Quake III Arena\quake3.exe" +set fs_game q3f.
Okay that, and rename the shortcut to Quake III Fortress.
Use this shortcut to run Q3F. If you use PingTool or GameSpy, don't launch a game by double clicking, you have to right click the server, and copy the IP to your Clipboard. Launch Quake Fortress with the icon. Pull down the console using the ¬ key (next to your 1/! key) and type:
connect
followed by one blank and CTRL+V (which is a paste shortcut)
Then hit enter and it should connect.
How can I skip the logo introduction screen?
- Right click on your Quake3 icon and select properties.
- Add this to the target, "+nosplash" (without the quotes)
For example it would look like this in the target box:
"C:\Program Files\Quake III Arena\quake3.exe" +nosplash
(space between " and +) Click here to see how it should look like.
- Click Ok and start up quake.
- Enjoy!
How can I enable Third Person View?
First you must load a map using the "devmap" command to enable cheats(see topic Maps: Installing and Using for more info). Then there are three commands you can use to change your thirdperson view:
- cg_thirdperson. This can be set to 0 (1st person view) or 1 (3rd person view).
- cg_thirdpersonrange. This is to set the distance between the camera and the player model. Any positive number should be a correct value.
- cg_thirdpersonangle. This is to set the angle in which you look at your player model. Correct values range from 0 - 360.
How can I do those cool backflips?
Those backflips are animations of the player model (see topic Skins: Installing and Using for more info). There is no special key you have to press or some strange manouver you have to perform to make a backflip. Simply jumping backwards (jump while holding the 'move backwards' key) causes some models to show the animation of a backflip. The view or aim of the player will not be influenced by this.
Network Protocols
A protocol is the "language" in which the server communicates with the client. If the server uses a different protocol than your computer (the client) you won't be able to connect to that server, since the server and client don't understand each other. You will be dumped back to the menu with a message "server uses protocol xx" where xx is the protocol number.
Quake 3 uses different network protocols depending on the Point Release used.
Point Release -> Protocol:
1.16 -> 43
1.17 -> 45
1.2x -> 48
1.30 -> 66
1.31 -> 67 (see topic Important Q3 files for links to the latest Point Release)
How can I start a server to play with my friends?
First thing you need is enough bandwidth to host a server. Naturally, a 56k modem won't get you anywhere. If you have a (simple) DSL or Cable connection you should be able to host a game for 3 or 4 people. The most simple and effective way to find out how many players your server will support, is by starting the server and get as many of your friends to connect, and see when the clients start getting hickups or even 999 ping.
Starting the server shouldn't be hard. In Quake3, go to the multiplayer menu. In the multiplayer menu, click on the "create" button at the bottom of the screen. You'll be shown a list of all the maps that you have on your computer. First select the gametype you wish to play (free for all, team deathmatch, ctf or 1on1 tournament) and then select the map you wish to play from the list of maps. Now click on the "next" button to go to the next screen.
In this screen you can configure your server. First thing to do is considering how many available 'player slots' you want. At the left of the screen you'll find a list saying "human" with your name next to it, followed by either "bot" with a name next to it or "open" with no text. By clicking on these words you can switch them to either three or to "closed". Now set as many of the lines to "open" as players you want to connect to the server, and set the rest to "closed". At the right side of the screen you'll find a list of other things you can configure. First set the fraglimit and timelimit. Set pure server on or off (see topic What is a Pure Server? for more info). Enter the name of your server, that will be displayed when players connect to it, in the "hostname" editbox. The most confusing thing is probably the "dedicated" option.
The dedicated option can be set to three values: "No", "LAN" or "Internet". If this is set to "no", it means you will connect to your own server at the moment you start the server. However, this is not desirable as performance will be lower if you´re not using a dedicated server than if you are using a dedicated server. People connecting to your server over the internet will notice this by higher pings, irregular lag, choppy gameplay or even "warping" players. A "non-dedicated" server is also called a "listen server".
The second option is to set dedicated to "LAN". This is probably what you want to do. Once you start the server, you'll be thrown back to your desktop, and only the blue console will show that you also see when you start the game. This is your dedicated server. This is also the "desktop version" of the in-game console (see topic Console: Using and finding for more info). It will show messages the server spits out in the blue part of the screen, and you can enter commands in the edit box below, just like in the in-game console.
Now people who know your ip-address can connect to the server by starting Quake3 and entering \connect x.x.x.x in their in-game console, where x.x.x.x is your Internet ip-adress (see topic How to find my own ip-adress? for more info). You probably want to play on your own server as well. Assuming you are playing on the same computer as the server is running on, all you have to do is start another instance of Quake3, and connect to your server the same way as your friends do who play over the internet, except that you should enter \connect localhost instead of the ip-address.
The third option for dedicated is "Internet". This is exactly the same as setting dedicated to "LAN", with the only difference that now the (host)name of your server shows up in the list of servers in the in-game browser of every other Quake3 player in the world. This is good if you want to run your server permanent, and want strangers to be able to connect. If you want a private game, use "dedicated: LAN".
Obviously, clicking the "fight" button in this last screen will start the server.
Note: If you want more detailed or advanced information about how to set up your server, make sure to stop by the Server Administration Forum. Also, if people have problems connecting to your server, you may have to configure a firewall to let Quake3 network traffic through. Again, the Server Administration or Technology & Troubleshooting Forum are the places to ask for more information on this.
How to find my own IP-address?
The site http://www.whatismyipaddress.com will give you your IP-address. This is the address to which other people must connect if you are running a Quake3 server.
What does "User Interface is version 4, expected 3" mean?
This means your quake.exe isn't compatible with the currently installed Point Release. The only solution is to remove all pak*.pk3 files, except for pak0.pk3, and then reinstall the latest Point Release.
Drivers: Latest links to
Graphics Cards
3dfx - Reference drivers
Matrox - Reference drivers
NVidia - Reference drivers
ReactorCritical - Reference drivers for all cards
Sound cards
SoundBlaster
Quake III related links
models:
polycount models
quake3 sites:
Planetquake
Quakeshit
Q3center
Daily Rush--Danish quake3 site
Commander Keen´s Console Commands
Upset Chaps Guides
Haqsau's Lab - additional Q3 help & troubleshooting
Q3 Level Editing Links
Bots, Models & Skinning Links
Quake 3 sites made by Q3World members:
Brisk's Quake 3 Tweak Arena
RichmanRush's Help Arena
Important Quake 3 files
Quake3 Files
Quake3 1.31 Point Release (fileplanet.com)
Quake3 1.31 Point Release (ftp.idsoftware.com)
OSP 1.01 mirrors
Dr. Watson's PR switcher
Server Browsers
The All-Seeing Eye
GameSpy Arcade
Popular mods, maps & models
Mods
Freeze Tag
Ultra Freeze Tag (The "new" Freeze Tag with a shitload of additional options)
Rocket Arena III
Jailbreak
Classic CTF
Urban Terror
Weapons Factory Arena
Threewave CTF + Map pack
AllianceCTF
For more mods & maps look here.
Maps
Ash rain (bal3dm1)
Blood Run (ztn3dm1)
Blood Run Tourney (ztn3tourney1)
Book 1 (dantesca)
Stranglehold (jaxdm7)
Epoch (rdogdm4-b2)
Der Mond
Are Friends Gothic? (kitdm10)
Black Shining Leather (geit3dm6)
Discontent (kamq3dm2)
Vermillion Dream (marsv1)
Power Metal (almdm1)
Bitter Embrace (mrcq3t6)
OSP map pack
For more maps look here.
Models & Skins
Custom models/skins Vanilla player skins
Feel free to E-mail us if you have any questions that aren't discussed here.
Thanks to ElNinio, elk, Eraser, R99kie, cHUMTOAd, Pre, UN-Peacekeeper, Kn1ght, and the entire Beginners Discussion Forum for putting all the work in this FAQ.
Great work guys.
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