739 lines
26 KiB
Plaintext
Executable File
739 lines
26 KiB
Plaintext
Executable File
OSP Tourney DM/CA/CTF for Quake3
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================================
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Date: 28 Feb 03
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Site: http://www.OrangeSmoothie.org
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Contact: rhea@OrangeSmoothie.org
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Version: 1.03
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This readme explains the enhanced client-side support and options
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under OSP Tourney DM/CA/CTF.
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Connect/graphics problems:
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==========================
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Try setting com_hunkmegs to 56 or 64 in your q3config.cfg (look for
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its current setting already in the .cfg file), autoexec.cfg or what-
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ever client config you exec on client launch. You can even specify
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this on the command-line with: +set com_hunkmegs 56.
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Naming conventions:
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===================
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cg_* - General client-side options.
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ch_* - Stuff related to client HUD settings.
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cf_* - Stuff for client font (size) settings.
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Message Control characters:
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===========================
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The following control characters describe additional features that can
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be utilized for such things as the team chat console, names in the OSP
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HUD and MOTD messages.
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^B and ^b - make text blink
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^F - makes the text display only at the first half of a second
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^f - makes the text display only at the last half of a second
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^N - resets control stuff like ^B, ^F, ^f
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^Xrrggbb - allows the user to define the color using the rgb values (hex)
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(e.g. ^XFF0000 is red, ^X777777 some kind of grey).
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Setting restrictions
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====================
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The following settings are enforced for internet play:
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r_lodcurveerror must be set to 250
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r_fullbright must be set to 0
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r_subdivisions must be no greater than 80
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r_znear must be set to 4
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r_shownormals must be set to 0
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r_showtris must be set to 0
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If you have settings that violate any of these rules, OSP will reset the
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faulty variable to an acceptable setting and issue a vid_restart. A side-
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effect of this will mean that maps may appear to load more than once
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upon connecting to a server.
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Other clamps:
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cg_bobup clamped to +/- 0.005
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upper bound of cg_fov clamped to 140
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upper bound of cg_zoomFov clamped to 140
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cg_shadows clamped to between 0 and 1
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no cg_thirdperson view if in the game (and on a dedicated server)
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com_maxfps must be between 1 and 125 (not bound for listen server)
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---> Can be disabled with a callvote of capfps 0
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Available chat tokens
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=====================
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#A - Armor
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Current armor value (lower-case "a" will print the value
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with color coding, depending on the level of the value)
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#C - Corpse
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The location where you last died
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/say_team "Overrun at #C"
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#D - Damaged by
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The last player to score a hit on you
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/say_team "#D is here and he's heavily armed!"
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#F - nearest Friend
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Reports closest teammate in team-based gametypes.
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#H - Health
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Current health value (lower-case "h" will print the value
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with color coding, depending on the level of the value)
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/say_team "Hurting bad - #H/#A"
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#I - Item (nearest available)
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Shows the nearest "significant" (weapon, armor, powerup, or MH)
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available item, and that includes dropped items. Note, you must
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be able to *see* the center of the item (not just an edge).. this
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requires you to be facing in the general direction of the object.
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/say_team "#I available here"
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#K - ammopacK (nearest available)
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Just like #I, except it reports only closest available ammopack.
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#L - Location
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Many maps have terrible target_location entities
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e.g. PG on PRO-DM6 shows as YA
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"(pF.arQon) (YA): Weapon available" is a bit crap, neh?
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This shows the nearest "significant" item spawn
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(weapon, armor, powerup, or MH), whether the item is there or not
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#M - aMmo wanted
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Lists all types of ammo for weapons you have that are empty or
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are nearly emptry (between 0 and 5 ammo).
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/say_team "Need #M"
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#P - last item Picked up
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Reports last item picked up. Useful for reporting when you pick
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up an important item (i.e. quad).
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#R - health/aRmor (nearest available)
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Just like #I, except it reports only closest available health/armor.
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#T - Target
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The last player you hit
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/say_team "#T is weak - finish him!"
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#U - powerUps
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Lists all powerups you currently possess
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#W - current Weapon held
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Prints the abbreviated name of the weapon you are currently holding
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Client commands
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===============
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addstr [target_string] [source_string]
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Appends [source_string] to [target_string] (promode only)
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currenttime
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Displays current local time.
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menu
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Allows for adjustment of the various OSP-enhanced variables
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and options. Below is a decription of supporting commands to
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utilize this client game option (note: words between ""'s are
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actually console commands):
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- "menu" enables the menu
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- "weapprev" and "weapnext" to scroll up and down though the
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menu (bound to '[' and ']' respectively, by default).
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- "menuleft" and "menuright" to select menu items, or to make
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values for some menu options decrease or increase.
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It is suggested that you bind these menu commands (i.e.
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weapprev, weapnext, menuleft, menuright and menu) to some
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out-of-the-way keys:
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bind / menu
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bind [ weapprev
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bind ] weapnnext
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bind ";" menuleft
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bind ' menuright
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modif[1..5] stuff
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+modif[1..5] and -modif[1..5] supports the option for people who
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want to double-bind multiple keys using key sequences, as shown
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in the example below:
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set normkeys "bind 1 weapon 1; bind 2 weapon 2"
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set altkeys "bind 1 say_team nme incoming; bind 2 say_team base is safe"
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+modif1 vstr normkeys
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-modif1 vstr altkeys
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bind shift +modif1
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Now when pressing the SHIFT key, +modif1 wil be executed. When
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it is released, the vstr bound to -modif1 will be executed. In this
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example, pressing shift will bind the 1 and 2 keys to weapons 1 and 2.
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When SHIFT is released, the 1 and 2 keys will be bound to
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"say_team nme incoming!" and "say_team base is under attack!".
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As a usage scenario from the above example, tapping the SHIFT key and
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then hitting the 1 key will result in issuing a "say_team nme incoming!".
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Pressing and HOLDING the SHIFT key while tapping the 1 key will switch
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to weapon 1.
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use \+modif1 ? to check what's bound to +modif1
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Note: This command requires initialization AFTER the cgame is loaded. You
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simply cannot set your modif settings in a config file and expect them
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to automatically work (they are cgame commands). However, you CAN use
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the "cg_execVstr" cvar to do an auto-init on OSP 1.01 servers and higher.
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serverversion
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Displays current OSP version and all referenced .pk3s used by the server.
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Very helpful for determing what OSP version and .pk3 files used in a demo
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(the command can be used at any time while a demo is running).
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+/-actions
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This is the Q3comp version of the same thing.
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set action1up "bind 1 weapon 1; bind 2 weapon 2"
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set action1down "bind 1 say_team nme incoming!; bind 2 say_team base is safe"
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bind shift +action1
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This will do the same thing as the modif example.
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You can have up to 10 actions. (0-9)
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+fire [weap_1] [weap_2] ...
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Specifies a chain of weapons to attempt to switch to and fire, e.g.:
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+fire 5 3
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Switches to and fires the RL, if available, else it switches to the
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SG and fires, else no action is performed (promode only).
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select [weap_1] [weap_2] ...
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Just like +fire, except the weapon is NOT fired.
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+vstr [down_command] [upcommand]
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Another useful way to create weapon switching scripts. Here's an example:
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set shaft "weapon 6; wait 2; +attack"
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set unfire "-attack"
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bind mouse2 +vstr shaft unfire
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General Game Options:
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=====================
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General in-game client-side options to tweak fall under the cg_* category.
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For most of the HUD (heads-up-display) options, see the ch_* and cf_*
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options, listed in the next sections.
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cg_altGrenades <0|1> (default = 0 - baseq3 grenade skin)
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Utilizes an alternate (prettier) skin/model for the grenades
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from the grenade launcher.
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cg_altLightning <0|1> (default = 0 - new 1.29/promode skin)
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Utilizes the original skin (pre 1.29) for the shaft of the
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lightning gun.
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cg_altPlasma <0|1> (default = 0 - baseq3 plasma skin)
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Utilizes an alternate (prettier) skin for the plasma bolts
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of the plasma gun.
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cg_ammoCheck <0|1> (default = 0 - disabled)
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Disables the ability to switch to a weapon that doesn't
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have any ammo. Useful for multiple-weapon binds.
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cg_autoAction <option_bitmask> (default = 0)
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Automatically performs actions at certain points in the game.
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<option_bitmask>:
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1 - Automatically save stats to a local text
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file at the end of a match. Logs will be
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stored in:
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<osp_root>/stats/<date>/<logname>.txt
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2 - Automatically takes an end-level screenshot
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4 - Automatically records a match (requires
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a full warmup server - g_warmup = 0)
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8 - Dump your team's weapon stats
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16 - Dump all players' weapon stats
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cg_clientLog <value> (default = 0)
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Enables client-side logging option. A non-zero value of "X"
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(where "X" is 1 or higher) enables logging all of messages issued
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during gameplay. Colors are stripped and time-stamps are included!
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All entries are appended to osp/client_logs/clientX.txt text file.
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cg_Customloc <0|1> (Default = 0 - disabled)
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Use custom location information (from files in the locs/<mapname>.cfg
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directory) for the teamoverlay and teamchat locations. To add
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locations for a map, move to a particular location, and then issue:
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\addpos <location name>
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You can use all kinds of color and special characters in the
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location_name field. These position markers will be added to
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locs\<mapname>.cfg everytime a location is added. These locations
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are loaded when a map is loaded or the client issues a vid_restart
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command. If a customloc file is not found for the current map,
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the location information that is displayed will be from the map's
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default information.
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cg_drawCrosshairNames <0|1|2> (default = 1 - show all players)
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0 - No drawing of player names when pointing at them.
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1 - Display the name of any player who is in the crosshair.
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2 - Display only teammate names.
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cg_drawDecals <0|1> (default = 1 - Decal drawing enabled)
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Enables/disables drawing of in-game decals.
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cg_drawPing <0|1|2> (default = 1 - show current ping)
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Enables/disables the display of your current ping on the HUD
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(above lagometer). Option 2 will color the value with the
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corresponding color-code as seen in the scoreboard
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cg_enableOSPHUD <0|1> (default = 1 - OSP-based HUD enabled)
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Enables the OSP-based HUD.
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cg_enemyColors <HSL> (default = 0000 (White))
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Specifies the various color options for your enemies, if using
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the "pm" skins for the default Q3 models:
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R = rail color (for cg_teamrails 2)
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H = head/helmet color
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S = shirt color
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L = legs color
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----> Note: Values of the "char" for each of the "RHSL" parameters can be
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from 0-9, a-z.
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cg_enemyModel <modelname> (default = "" - disabled)
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Setting this will force all players on the enemy team to
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appear to have this model. Your teammates will retain their
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models unless you specify g_forcemodel 1, which will force
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all of your teammates to your current model.
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cg_execVstr <string> (default = "")
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Specifies a string to exec after connecting to a server. OSP performs
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"vstr <string>" on the value of this variable. Helpful for +zoom
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scripts for thin-shaft, as an example.
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cg_float <0|1> (default = 0)
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Allows cool float mode of the scoreboard and teamscore
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boxes.
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cg_followkiller <0|1> (default = 0 - disabled)
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Allows client to auto-switch to killer of chased player.
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Cool for specing in-eyes 1v1 matches, and cool for viewcam
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player specing in team games.
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cg_followpowerup <0|1> (default = 0 - disabled)
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Allows client to auto-follow powerup pickup if spectating.
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Flag carriers have highest precidence in the follow_powerup
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settings. Once you are on a flag carrier, you will not switch
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automatically unless they are killed or cap the flag.
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Also, if the current powerup player is killed, you will switch
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to another powerup carrier, if one exists (rather than staying
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on the same player, or switching to the killer).
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cg_followviewcam <0|1> (default = 1 - follow specific player)
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Toggles use of dynamic or specific player follow mode of the
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viewcam.
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cg_forceColors <0|1> (default = 0 - disabled)
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Forces all teammates to your color settings, if using "pm" skins.
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cg_lagometer <0|1|2> (default = 1 - lower right)
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Draws the "lag" a player feels (network and rendering) in real time.
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0 - Disabled
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1 - Show in lower right portion of the screen
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2 - Show in upper right portion of the screen
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cg_MaxlocationWidth <length> (default = 16)
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Sets maximum locationlength for teamoverlay and teamchat.
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cg_muzzleFlash <0|1> (default = 1)
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Specifies if there is a muzzle flash when cg_drawGun is set to 1.
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cg_nochatbeep <0|1> (default = 0 - normal chat beeps enabled)
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Allows client to supress "beeps" heard during normal chat
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messages. Especially convenient when connected to spam-riddled
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QTV servers.
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cg_nomip <bitmask> (default = 0 - all gfx follow r_picmip)
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Allows changing graphics to picmip 1 setting, regardless of
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current r_picmip setting. The parameter for this setting
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is a bitmask:
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1 - LightningGun shaft
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2 - PlasmaGun bolt
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4 - Rocket Launcher explosions
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8 - Grenade Launcher explosions
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16 - Bullets (machinegun and shotgun)
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32 - Railgun
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64 - BFG
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128 - Blood marks
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256 - Smoke puffs
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Note: If you use marks, the marks for each weapon are
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also set to picmip level 0.
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cg_NoMOTDDisplayDuringDemo <0|1> (default = 0 - Display MOTD in a demo)
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0 - Always displays the server MOTD during demo playback
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1 - Suppresses the display of the server MOTD during demo playback
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cg_oldCTFSounds <0|1> (default = 0 - Use newer CTF sounds)
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Allows the use of "old" CTF sounds in CTF gametype that were
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used prior to the 1.27 patch.
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cg_oldPlasma <0|1> (default = 1)
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Alternates between old-style q3 plasmagun and the new plasma graphic
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with sparkles.
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cg_oldRail <0|1> (default = 1)
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Alternates between old-style q3 rail and the new rail with the
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Q2 swirl.
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cg_oversampleMouse <0|1> - (default = 0 - normal mouse sampling)
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Allows the use of the pmove enhanced mouse sampling on the
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client even if pmove_fixed is forced to 0 on the server.
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cg_q3compScoreboard <0|1> (default = 0)
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0 - default id scoreboard
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1 - Q3comp Scoreboard (TDM, CTF and CA only)
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cg_scoreTransparency <0.0 - 1.0> (default = 1.0 - full bright)
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Adjusts the alpha channel of the font on the scoreboard. The
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lower the value, the more transparent the scores will become.
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cg_showPlayerLean <0|1> (default = 1 - Show model leaning)
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Allows the disabling of viewed model leaning that was intro-
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duced with 1.27 patch.
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cg_statscrolltime <value> (default = 0.15)
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Sets, in seconds, the time it takes for the stats window
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to scroll out and scroll back in. Setting to 0 forces
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instant on/off action.
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cg_swapSkins <0|1> (default = 0 - normal team colors)
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Allows you to reverse skin colors as displayed on-screen.
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Note: announcements, overlays, and the scoreboard will still
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maintain your "real" server-controlled team color.
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cg_teamRails <0|1> (default = 0 - rail colors defined by players)
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Forces railtrail colors to coincide with the color of the
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team of the firing players. Works only for team-based
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gametypes.
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0 - Rail trail colors defined by individual player settings.
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1 - Rail trails will match the color of the team of the firing
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player (i.e. a player on the red team will ALWAYS have
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a red rail trail).
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2 - Use rail color as specified in the R parameter of color1
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for teammates, and the R parameter of cg_enemyColors for
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players of the enemy team.
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cg_truelightning <0.0 - 1.0> (default = 0.0)
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Specifies the "lag" imposed on the rendering of the lightning
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gun shaft. A value of 0.0 is just like the baseq3 version "feel"
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of the lg. A value of 1.0 imposes no lag at all (shaft is always
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rendered on the crosshairs). A value of 0.5 is a good mix of the
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two to reduce the wet-noodle effect, while still maintaining
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consistency of where the server actually sees the shaft.
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cg_useScreenShotJPEG <0|1> (default = 0 - use .tga for screenshots)
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Allows use of .jpg for screenshots taken with autoscreenshot or
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autoaction settings.
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0 - Use the standard .tga screenshot format
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1 - Use the .jpg screenshot format
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color1 <RHSL> (default = 0000 (White))
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Specifies the various color options for yourself (and teammates),
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if using a "pm" skin for a default Q3 model:
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R = rail-core color (this is for all models/skins)
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H = head/helmet color
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S = shirt color
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L = legs color
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color2 <char> (default = 0)
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Specifies the rail disc/swirl color.
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----> Note: Values of the "char" for color1/color2 can be from 0-9, a-z.
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pmove_fixed <0|1> (default = 1 - enabled)
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Allows client to enable enhanced client sampling. Note, the
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server must allow this setting to be set/changed.
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s_ambient <0|1> (default = 1)
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0 - Disables looping ambient sounds of the current map
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1 - Enables looping ambient sounds of the current map
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---> Note: If this value is changed while connected, you will automatically
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vid_restart to enable this option.
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Client HUD Settings (requires cg_enableOSPHUD set to 1):
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========================================================
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ch_3waveFont <0|1> (default = 0 - baseq3 font enabled)
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Toggles the use of the 3Wave font for all client game graphics
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(e.g. scoreboard, teamoverlay, etc.)
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ch_ColorLocations <0|1> (default = 1)
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Changes color of locations in teamoverlay to be red or blue if
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|
the text "Red" or "Blue" is found in the location.
|
|
|
|
ch_CrosshairColor <string> (default = White)
|
|
usage: ch_crosshaircolor 0xRRGGBB|<color>
|
|
<color>: white, black, red, green, blue, yellow, magenta,
|
|
cyan, and grey.
|
|
For RGB values, ch_crosshaircolor 0xFF3377 will yield some nice
|
|
weird color, as an example. Important note: cg_crosshairHealth
|
|
overrides this function, turn it off to use colored crosshair.
|
|
|
|
ch_CrosshairNamesLeft <0|1> (default = 0)
|
|
if enabled, draws crosshairnames left of the hud on top of teamchat.
|
|
|
|
ch_drawSpeed <0-2> (default = 0)
|
|
0 - Player's current speed is not shown
|
|
1 - Player's current speed is shown in upper right, below time/fps
|
|
2 - Player's current speed is shown in a smaller, transparent font
|
|
just above the crosshair.
|
|
|
|
ch_drawFlagNames <0-5> (default = 0)
|
|
0 - default like id
|
|
1 - draw flag carrier's name (but no icons)
|
|
2 - draw flag carrier's name and the icons
|
|
3 - draw flag carrier's name (but no icon) in the lower right
|
|
corner (Q3comp statusbars only)
|
|
4 - draw flag carrier's name and icon in the lower right
|
|
corner (Q3comp Statusbars only)
|
|
|
|
ch_FilterLocationsTeamchat <0|1> (default = 1)
|
|
Filters location strings out of teamchat.
|
|
|
|
ch_InverseTeamChat <0|1> (default = 1)
|
|
Inverses teamchatwindow. If enabled, msgs arrived first will be drawn
|
|
on top.
|
|
|
|
ch_Obituaries <0|1> (default = 1)
|
|
Prints player obituraries messages in the console.
|
|
|
|
ch_Pickupitem <0|1> (default = 1)
|
|
Draws the icon and string of items when they are picked up.
|
|
|
|
ch_recordMessage <0|1> (default = 1)
|
|
Toggles the display of the "Recording: xxx" message while a demo
|
|
is being recorded. Note: the cvar must be set BEFORE a recording
|
|
is started.
|
|
|
|
ch_StatusbarFormat <0|1> (default = 10)
|
|
0 - will use the default id statusbar format
|
|
1 - will use the OSP default in which only ammo, weapon icon, health,
|
|
flag (for ctf) and armor are drawn. Use cf_statusbar to scale
|
|
the statusbar font size.
|
|
2 - same as 1, but in addition displays a graph of ammo per weapon
|
|
side by side.
|
|
3 - same as 1, but in addition displays weapon ammo as numbers.
|
|
4 - CPM style 0 hud (like vq3)
|
|
5 - CPM health/armor bars
|
|
6 - CPM style 3
|
|
7 - CPM style 4
|
|
8 - CPM style 5
|
|
9 - Q3Comp style 1
|
|
10 - Q3Comp style 2
|
|
11 - Q3Comp style 3
|
|
12 - Q3Comp style 4
|
|
|
|
ch_TeamBackground <0|1> (default = 0)
|
|
Disables teambackground color in statusbar, teamchat.
|
|
|
|
ch_TeamchatOnly <0|1> (default = 0)
|
|
If enabled, only draws teamchat on the bottom left side of the HUD.
|
|
It will suppress team chats showing up in the normal upper left chat
|
|
area.
|
|
|
|
ch_TeamCrosshairHealth <0|1> (default = 1)
|
|
If enabled, draws health and armor of players in the same team under
|
|
the crosshairname.
|
|
|
|
ch_Teamoverlay <string> (default = "p12n h/aw l")
|
|
Specifies what items should be displayed in the teamoverlay. This
|
|
is highly customizable:
|
|
|
|
fields:
|
|
=======
|
|
p - powerup icons, aligns left
|
|
12n - width of, and the player name itself (name is always required)
|
|
h - player health
|
|
a - player armor
|
|
w - weapon icon
|
|
l - player location
|
|
|
|
All other items that cannot be parsed will be inserted between the
|
|
player fields (e.g. ' ' and '/').
|
|
|
|
ch_Weaponswitch <0-9> (default = 2)
|
|
values:
|
|
=======
|
|
0 - old fashioned id style, horizontal on top of teamchat
|
|
1 - same as 0, though permanent
|
|
2 - vertical, drawn on right side of HUD
|
|
3 - same as 2, though permanent
|
|
4 - vertical, drawn on left side of HUD
|
|
5 - same as 4, though permanent _and_ displays ammo of each weapon
|
|
next to it.
|
|
6 - CPM left style
|
|
7 - CPM right style
|
|
8 - CPM bottom style
|
|
9 - draws no weapon switch (if you don't need it or you're using
|
|
statusbarformat 2 or 3)
|
|
|
|
|
|
|
|
|
|
Client font Settings (requires cg_enableOSPHUD set to 1):
|
|
=========================================================
|
|
Note: Fonts are set by specifying the width and height of characters
|
|
as they should appear. Take for example: set cf_Statusbar "24x48".
|
|
This will make each character or icon in the statusbar 24 pixels
|
|
wide and 48 pixels tall. If the value can't be parsed, it the client
|
|
defaults to a 16x16 font.
|
|
|
|
cf_AmmoStatusbar <XxY> (default = 8x8)
|
|
Font size of the ammo display with ch_statusbarFormat 2 or 3.
|
|
|
|
cf_CrosshairNames <XxY> (default = 16x16)
|
|
Crosshairnames font size.
|
|
|
|
cf_Following <XxY> (default = 12x12)
|
|
"Following" message font size.
|
|
|
|
cf_Fragmsg <XxY> (default = 16x16)
|
|
Font size of the "you fragged" messages on top of your HUD.
|
|
|
|
cf_Scores <XxY> (default = 16x16)
|
|
Font size of the scorebox on the lower right of the HUD.
|
|
|
|
cf_Pickupstring <XxY> (default = 16x16)
|
|
Font size for the pickup string.
|
|
|
|
cf_Statusbar <XxY> (default = 48x48)
|
|
Scales the status bar if ch_statusbarFormat is 1.
|
|
|
|
cf_Teamchat <XxY> (default = 6x16)
|
|
Font size for teamchat.
|
|
|
|
cf_TeamCrosshairHealth <XxY> (default = 12x12)
|
|
Font size of crosshairhealth information.
|
|
|
|
cf_Teamoverlay <XxY> (default = 7x17)
|
|
Font size for the team overlay.
|
|
|
|
cf_Vote <XxY> (default = 12x12)
|
|
Vote message font size.
|
|
|
|
cf_WeaponName <XxY> (default = 12x12)
|
|
Font size of the weaponname if ch_weaponswitch is 1.
|
|
|
|
cf_WeaponSwitch <XxY> (default = 32x32)
|
|
Size of the weaponswitch graphics.
|
|
|
|
|
|
=======================
|
|
Helpful Client Settings
|
|
=======================
|
|
Clients can set:
|
|
|
|
set cg_predictItems 0
|
|
|
|
To avoid some sometimes arbitrary item actions and pickup sounds
|
|
that can occur during a match warmup period.
|
|
|
|
|
|
Using the hook:
|
|
===============
|
|
If the server has the hook enabled, set:
|
|
|
|
bind key_name +button5
|
|
|
|
By pressing and holding key_name (e.g. mouse3), your hook will be
|
|
launched and pull you when it lands on an object. To release the
|
|
hook, just release key_name.
|
|
|
|
|
|
Item dropping:
|
|
==============
|
|
If configured (or voted in), players can drop weapons/ammo in TDM
|
|
or CTF games. The command to drop items is:
|
|
|
|
\drop <item_name>
|
|
|
|
<item_name> can be any of the following:
|
|
|
|
sg (Shotgun)
|
|
gl (Grenade Launcher)
|
|
rl (Rocket Launcher)
|
|
lg (Lightning Gun)
|
|
rg (Railgun)
|
|
pg (Plasma Gun)
|
|
bullets (qty: 50)
|
|
shells (qty: 10)
|
|
grenades (qty: 5)
|
|
rockets (qty: 5)
|
|
lightning (qty: 80)
|
|
slugs (qty: 10)
|
|
cells (qty: 30)
|
|
|
|
Players may optionally drop flags in CTF by the command:
|
|
|
|
\drop flag
|
|
|
|
|
|
Using the ViewCam:
|
|
==================
|
|
There are several ways to use the viewcam. To enable:
|
|
- Type: \viewcam in the console
|
|
- Join: \team vc
|
|
- Cycle through to it when in spectator mode
|
|
|
|
This mode of operation will always locate the most action going
|
|
on in the map. To manually move to different viewcam locations,
|
|
type:
|
|
\vc_free
|
|
|
|
----> This option toggles either manual or automatic viewcam
|
|
positioning.
|
|
|
|
You can optionally track a single player with this mode through:
|
|
\vc_follow
|
|
|
|
To follow a SPECIFIC player, type:
|
|
\vc_follow [PLAYER_ID|PLAYER_NAME]
|
|
|
|
----> Note you can just cycle through to a player using the
|
|
jump/croutch keys as well.
|
|
|
|
The viewcam positions are defined by configuration files that are
|
|
map-specific. If a map does not have a viewcam definition file,
|
|
the viewcam will be disabled from use for the current map.
|
|
|
|
Creating new viewcam definition files is pretty easy and kinda
|
|
fun =) All the documentation you will need (+ additional commands)
|
|
is given in the included Docs/osp-q3-Viewcam.txt file.
|
|
|
|
If you make viewcam definition files that are not included with
|
|
the OSP distribution, please send them to me and I will include
|
|
them in the next release. Full credits will of course be given.
|
|
|
|
|
|
|
|
Feedback
|
|
========
|
|
For comments, suggestions, feature requests, bug reports:
|
|
rhea@OrangeSmoothie.org
|
|
|