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 Quake3 / Tricks / Of tricks and settings
Under tricks we understand different kind of crafty jumps (and not only them) that let you move round the level quicker and get into out-of-the-way places, catch up with a frag and so on.

It’s clear that in multiplayer, where speed and reaction rules, the player knowing all kind of tricks does have a certain advantages over those who don’t get an idea about them.

Each jump in this “Tricksology” has an illustration (where, when and how you should jump), short description and demorecord.

For the purposes of visualization, we use lines of different colors for different phases of each jump. Here is the decoding:

  • Running (white)
  • Jump (blue)
  • Strafejump (yellow)
  • Rocketjump (red)
  • Plasmajump (pale blue)
  • What do you need to make a trick?

    The most important thing is the productivity of your system. The greater is the FPS (frame per second) number, the better (turn on cg_drawFPS 1 and look at its parameters), as with FPS lower than 100 you won’t be able to make some tricks..

    Thus:

    1. make sure to set your system at the maximum speed. It’s high time you should set all graphic settings at minimum, turn down details, turn music off and etc.

    2. them. Assume that after optimization procedures your system shows 60 (or 75) FPS. Here you should do the following: by default many 3D accelerators have "Sync buffer swaps to monitor refresh rate" option turned on (or "Don't sync buffer swaps to monitor refresh rate" option turned off).

    It means that if in game your monitor frequency is 60 Hz or 75 Hz, then with this option set your 3D accelerator will try to work with speed none the higher than 60 or 75 FPS accordingly. It’s natural to the videocard producers but it’s not obvious for quakers. Thus synchronization should be turned off…

    3. but now FPS maintains at 85 level. In this case it is limited by the com-maxfps variable. It defines the number of parcels sent from client to server and is “85” by default. You need “120” or something of the kind.

    Now when you’ve set up everything, check fps-meter one more time (cg_drawFPS 1). It should vary from 40 (or the like) for fighting or when you are looking at the level open area to 100-140 when you are looking at the floor, the wall or to “the space”.

    You can use jump to Megahealth on q3dm13tmp level as a test. Come up and jump forward (I always press strafe in addition), just don’t release the “jump/forward” buttons when jumping. If you get there then it’s ok. If not, you should check a couple of other variables

    4. G_SYNCRONOUSCLIENTS - this variable is responsible for client synchronization at demorecording in a game. It is “0” by default. If you turn it on (“1”), then you’ll be recording demos on your computer (record “demoname”). But due to some technical matters this variable worsens the game controls and makes it impossible to accomplish some tricks. So if it’s on , then turn it off.

    >> Strafe-jumps <<

    By Goblin and Littleb

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