]com_ com_skipGameDraw = 0 com_fixedTic = 0 com_hideLevelTransitions = 1 com_completeDemoCommand = com_logDemos = 0 com_preloadDemos = 0 com_showDemoSkip = 0 com_skipDemoFrames = 1 com_showDemo = 0 com_buildScript = 0 com_showConsistancy = 0 com_showNet = 0 com_speeds = 0 com_drawfps = 0 com_maxfps = 125 com_drawhud = 1 com_journal = 0 ]com_draw com_drawfps = 0 com_drawhud = 1 ]com_drawfps 1 ]bind bind bindlist ]bind space _movedown ]com_ com_skipGameDraw = 0 com_fixedTic = 0 com_hideLevelTransitions = 1 com_completeDemoCommand = com_logDemos = 0 com_preloadDemos = 0 com_showDemoSkip = 0 com_skipDemoFrames = 1 com_showDemo = 0 com_buildScript = 0 com_showConsistancy = 0 com_showNet = 0 com_speeds = 0 com_drawfps = 1 com_maxfps = 125 com_drawhud = 1 com_journal = 0 ]cl_ cl_anglespeedkey = 1.5 cl_yawspeed = 140 cl_pitchspeed = 140 ]r_ r_testModelAnimate = 0 r_testModelRotate = 0 r_showVAR = 0 r_VARpriority = 0.5 r_VARwrite = 0 r_VARread = 0 r_allowSoftwareGL = 0 r_useFence = 1 r_exportmd5 = 0 r_varmegs = 92 r_slopNormal = 0.02 r_slopVertex = 0.01 r_slopTexCoord = 0.001 r_mergeModelSurfaces = 1 r_mergeShadows = 0 r_boneNameOffset = 0.5 r_boneNameScale = 0.02 r_showSkel = 0 r_shadowMapBias = 0 r_lockSurfaces = 0 r_diffuse = 1 r_skipBump = 0 r_specular = 1 r_debugLineWidth = 1 r_debugLineDepthTest = 0 r_showTextureVectors = 0 r_showAlloc = 0 r_showTangentSpace = 0 r_showTexturePolarity = 0 r_showEdges = 0 r_showPrimitives = 0 r_showSurfaces = 0 r_showDepth = 0 r_showInteractions = 0 r_showCull = 0 r_showMemory = 0 r_showNormals = 0 r_showTris = 0 r_showViewEntitys = 0 r_showLightCount = 0 r_showShadowCount = 0 r_showShadows = 0 r_showLights = 0 r_showSmp = 0 r_showImages = 0 r_showIntensity = 0 r_showTrace = 0 r_showDefs = 0 r_showLightScale = 0 r_lightAllBackFaces = 0 r_orderIndexes = 1 r_screenShotShrink = 0 r_forceLoadImages = 0 r_singleArea = 0 r_singleSurface = -1 r_singleEntity = -1 r_singleLight = -1 r_showPortals = 0 r_usePortals = 1 r_demonstrateBug = 0 r_screenFraction = 100 r_showDynamic = 0 r_showDemo = 0 r_showUpdates = 0 r_showSilhouette = 0 r_useCombinerDisplayLists = 1 r_useStandardGL = 0 r_useParhelia = 0 r_useNV20 = 1 r_useNV30 = 0 r_useGL2 = 0 r_useScissor = 1 r_useOptimizedShadows = 1 r_useExternalShadows = 1 r_hideOptimizedShadowVolumes = 0 r_hideGeneratedShadowVolumes = 0 r_debugArrowStep = 120 r_flareSize = 1 r_lightScale_ = 2 r_testStepGamma = 0 r_testGammaBias = 0 r_testGamma = 0 r_shadows = 1 r_subviewOnly = 0 r_skipGuiShaders = 0 r_skipSubviews = 0 r_frontBuffer = 0 r_shadowPolygonFactor = 0 r_shadowPolygonOffset = -1 r_offsetunits = -600 r_offsetfactor = 0 r_clear = 0 r_logFile = 0 r_cullViewLights = 2 r_cullShadows = 1 r_cull = 2 r_preciseCullLightTris = 0 r_ignore = 0 r_skipUpdates = 0 r_skipFrontEnd = 0 r_skipDeforms = 0 r_skipFogLights = 0 r_skipBlendLights = 0 r_skipAmbient = 0 r_skipTranslucent = 0 r_skipRenderContext = 0 r_skipRender = 0 r_skipBackEnd = 0 r_skipCopyTexture = 0 r_skipDynamicTextures = 0 r_jitter = 0 r_debugSort = 0 r_gammaScale = 1 r_gammaBias = 0 r_stepGamma5 = 16 r_stepGamma4 = 32 r_stepGamma3 = 196 r_stepGamma2 = 64 r_stepGamma1 = 128 r_brightness = 1 r_gamma = 1 r_swapInterval = 1 r_finish = 0 r_ignoreGLErrors = 1 r_znear = 3 r_useInfiniteFarZ = 1 r_useWglSwapBuffers = 1 r_useStateCaching = 1 r_useVertexArrayObject = 1 r_useDeferredTangents = 1 r_useTwoSidedStencil = 0 r_useTurboShadow = 1 r_displayRefresh = 0 r_useShadowVertexProgram = 1 r_useShadowProjectedCull = 1 r_useSMP = 0 r_singleTriangle = 0 r_customHeight = 486 r_customWidth = 720 r_fullscreen = 1 r_mode = 3 r_multiSamples = 0 r_stereo = 0 r_depthbits = 24 r_stencilbits = 8 r_colorbits = 32 r_ext_vertex_array_range = 1 r_ext_texture_env_combine = 1 r_ext_texture_edge_clamp = 1 r_ext_texture_filter_anisotropic = 0 r_ext_compress_textures = 0 r_glDriver = ]cvar cvar_restart cvarlist ]cvarlist cm_testAngle "30" cm_testRadius "64" cm_testLength "1024" cm_testWalk "1" cm_testBoxRotation "0 0 0" cm_testBox "-16 -16 0 16 16 64" cm_testReset "0" cm_testOrigin "0 0 0" cm_testRandomMany "0" cm_testTimes "500" cm_testModel "0" cm_testRotation "1" cm_testCollision "0" cm_debugCollision "0" mapname "e3/e3_2" e3_demo3 "activate_demo3" e3_demo2 "activate_demo2" e3_demo1 "activate_demo1" e3_intro "e3\intro" s_cacheDebug "0" s_debug "0" L s_noUpdates "0" C g_debugParticles "0" C aas_goalArea "0" C aas_randomPullPlayer "0" C aas_pullPlayer "0" C aas_showHideArea "0" C aas_showPath "0" C aas_showAreas "0" C aas_test "0" r_testModelAnimate "0" r_testModelRotate "0" C pm_modelView "0" C pm_thirdPerson "0" C pm_thirdPersonAngle "0" C pm_thirdPersonRange "80" C pm_bobroll "0.002" C pm_bobpitch "0.002" C pm_bobup "0.005" C pm_runroll "0.005" C pm_runpitch "0.002" C pm_runbob "0.4" C pm_walkbob "0.3" C pm_crouchbob "0.5" C pm_bboxwidth "32" C pm_crouchrate "0.87" C pm_deadviewheight "10" C pm_deadheight "20" C pm_normalviewheight "68" C pm_normalheight "74" C pm_crouchviewheight "32" C pm_crouchheight "38" C pm_staminarate "0.75" C pm_staminathreshold "4" C pm_stamina "12" C pm_maxviewpitch "73" C pm_minviewpitch "-89" C pm_noclipspeed "200" C pm_runspeed "220" C pm_walkspeed "100" C pm_crouchspeed "80" C pm_stepsize "16" C pm_jumpheight "48" C af_showLimits "0" C af_showTrees "0" C af_showVelocities "0" C af_showPrimaryOnly "0" C af_showConstraints "0" C g_noReload "0" C g_gravity "1066.000000" C g_testHealthVision "0" C g_blobSize "1" C g_blobTime "1" C g_kickAmplitude "0.0001" C g_kickTime "1" C g_dvFrequency "0.5" C g_dvAmplitude "0.001" C g_dvTime "1" C g_fov "90" C g_gunZ "0" C g_gunY "0" C g_gunX "0" C g_monsters "1" C g_disasm "0" C ai_testPredictPath "0" C ai_debug "0" C g_debugAnim "0" C g_frametime "0" C g_showParticleEmitters "0" C g_editEntityMode "0" C g_showPlayerAnim "0" C g_showPlayerShadow "0" C g_showplayer "1" C g_showviewpos "0" g_showEntityInfo "0" C g_maxShowDistance "128" C g_showCollisionTraces "0" C g_showCollisionModels "0" C g_showCollisionWorld "0" C g_showcombatboxes "0" C g_showplayerbbox "0" C g_showbboxes "0" C g_showroutes "0" C g_showPVS "0" g_skill "1" deathmatch "0" g_debugAlloc "0" g_debugDamage "0" C g_debugMove "0" C g_knockback "1000" g_syncronousClients "0" S R sv_mapname "" R gamedate "Jul 23 2002" S R gamename "baseDOOM-1" gui_edit "0" gui_debug "0" com_skipGameDraw "0" com_fixedTic "0" com_hideLevelTransitions "1" com_completeDemoCommand "" com_logDemos "0" com_preloadDemos "0" com_showDemoSkip "0" com_skipDemoFrames "1" com_showDemo "0" r_showVAR "0" r_VARpriority "0.5" r_VARwrite "0" r_VARread "0" r_allowSoftwareGL "0" m_showMouseRate "0" cl_anglespeedkey "1.5" S R version "DOOM 0.02 win-x86 Jul 23 2002" com_buildScript "0" L dedicated "0" C com_showConsistancy "0" com_showNet "0" com_speeds "0" C viewlog "0" C timescale "1" C developer "0" hk "monster_demon_hellknight" lost "monster_demon_lostsoul" mag "monster_demon_maggot" mancubus "monster_demon_mancubus" sentry1 "monster_sentry1" zsec2 "monster_zombie_security2" zsec "monster_zombie_security" bruiser "monster_demon_bruiser" zct "monster_zombie_commando" zcc "monster_zombie_commando_cgun" rev "monster_demon_revenant" zmaint "monster_zombie_maint" zfat2 "monster_zombie_fat2" zfat "monster_zombie_fat" imp "monster_demon_imp" pinky "monster_demon_pinky" A com_drawfps "1" A cl_yawspeed "140" A cl_pitchspeed "140" A sensitivity "9" A m_pitch "-0.022" A m_yaw "0.022" A m_forward "0.25" A m_side "0.25" A m_smooth "1" A vid_xpos "84" A vid_ypos "80" A r_useFence "1" A com_maxfps "125" U A name "Willits" S AL sv_maxclients "8" S AL g_maxGameClients "0" A g_log "games.log" A g_logSync "0" A g_showcamerainfo "0" A g_showGun "1" A com_drawhud "1" A C r_exportmd5 "0" A C g_flashlight_maxangle "22.0" A C g_flashlight_lag "0.1" A C g_flashlight_x "10" A C g_flashlight_y "-17" A C g_flashlight_bob_x "2" A C g_flashlight_bob_y "2" A C g_flashlight_bobspeed_x "0.33" A C g_flashlight_bobspeed_y "0.25" A C g_flashlight_shader "lights/flashlight3" A s_reverse "0" A s_meterTopTime "2000" A s_roomAcoustics "1" A s_reverbPercentage "20" A s_reverbTime "0" A s_FXChannelReturnVolume "0" A s_linearFalloff "1" A s_volume_dB "0" AL s_numberOfSpeakers "2" A s_wallReflection "0.3" AL s_passBand "14000" AL s_stopBand "22050" AL s_minPassTap "0.075" A s_flAdjust_dB "0" A s_frAdjust_dB "0" A s_cAdjust_dB "0" A s_lfeAdjust_dB "0" A s_rlAdjust_dB "0" A s_rrAdjust_dB "0" A s_cacheAlwaysLoad "1" AL s_cacheSize "16" AL in_mouse "1" A r_varmegs "92" ModelPath "P:\Doom\base\models\mapobjects\cpu\cpudesk2.lwo" zwindow "2C0000000000 000001000000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF9E01000020000000D80100007A030000" camerawindow "2C0000000000 000001000000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF00000000210000009C01000075010000" yzwindow "2C0000000000 000001000000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF05000000190000008000000064000000" xzwindow "2C0000000000 000001000000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF05000000190000008000000064000000" xywindow "2C0000000000 000001000000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFD90100001E000000E904000084030000" QE4StyleWindows "1" TextureLock "1" RotateLock "1" LastProject "scripts/doom.qe4" LastMap "P:\Doom\base\maps\mre\e3ragdoll.map" LoadLast "1" RunBefore "1" NewFaceGrab "1" NewRightClick "1" NewVertex "1" Autosave "1" ApplyDismissesSurface "0" LoadLastMap "0" Gatewayescapehack "0" NewTextureWindowStuff "0" CleanTinyBrushes "0" CleanTinyBrusheSize "0.5" AutosaveMinutes "5" Snapshots "0" StatusPointSize "10" MoveSpeed "123" AngleSpeed "61" CamXYUpdate "1" NewLightStyle "1" CubicClipping "1" CubicScale "30" ALTEdgeDrag "0" UseTextureBar "0" QE4Paint "1" SnapT "1" XZVIS "0" YZVIS "0" ZVIS "1" SizePainting "1" WideToolBar "1" NoClamp "0" Rotation "45" HiColorTextures "1" ChaseMouse "1" EntityShow "0" TextureScale "72" TextureScrollbar "1" UseDisplayLists "1" SwitchClipKey "1" SelectWholeEntitiesKey "1" TextureQuality "3" UseGLLighting "0" LoadShaders "2" NoStipple "1" UndoLevels "10" Radiant::MainWindowPlace "2C0000000000 000001000000FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF0100000005000000F8040000D3030000" MapPath "P:\Doom\base\maps\mal\" NewMapFormat "1" EntityWindowPlace "2C0000000000 00000100000000000000FA020000FFFFFFFFFFFFFFFF00000000750100009A0100007C030000" 0 "16777215" 1 "16777215" 2 "16777215" 3 "16777215" 4 "16777215" 5 "16777215" 6 "16777215" 7 "16777215" 8 "16777215" 9 "16777215" 10 "16777215" 11 "16777215" 12 "16777215" 13 "16777215" 14 "16777215" 15 "16777215" AL net_socksPassword "" AL net_socksUsername "" AL net_socksPort "1080" AL net_socksServer "" AL net_socksEnabled "0" net_noudp "0" L net_port "27974" L net_ip "localhost" com_journal "0" I journal "0" logfilename "qconsole.log" logfile "0" r_slopNormal "0.02" r_slopVertex "0.01" r_slopTexCoord "0.001" r_mergeModelSurfaces "1" A r_mergeShadows "0" A image_maxPreload "0" A image_usePrecompressedTextures "1" A image_useAllFormats "1" A image_compressBump "0" A image_compressSpecular "0" A image_compressDiffuse "0" image_preload "1" A image_depth "2" image_colorMipLevels "0" A image_roundDown "1" A image_downSize "0" A image_anisotropy "8" A image_filter "GL_LINEAR_MIPMAP_LINEAR" C r_boneNameOffset "0.5" C r_boneNameScale "0.02" C r_showSkel "0" A r_shadowMapBias "0" r_lockSurfaces "0" r_diffuse "1" r_skipBump "0" A r_specular "1" A r_debugLineWidth "1" A r_debugLineDepthTest "0" r_showTextureVectors "0" r_showAlloc "0" C r_showTangentSpace "0" C r_showTexturePolarity "0" C r_showEdges "0" C r_showPrimitives "0" C r_showSurfaces "0" C r_showDepth "0" C r_showInteractions "0" C r_showCull "0" C r_showMemory "0" C r_showNormals "0" C r_showTris "0" C r_showViewEntitys "0" r_showLightCount "0" r_showShadowCount "0" r_showShadows "0" r_showLights "0" C r_showSmp "0" r_showImages "0" r_showIntensity "0" r_showTrace "0" r_showDefs "0" r_showLightScale "0" r_lightAllBackFaces "0" r_orderIndexes "1" r_screenShotShrink "0" A r_forceLoadImages "0" r_singleArea "0" r_singleSurface "-1" r_singleEntity "-1" r_singleLight "-1" r_showPortals "0" r_usePortals "1" r_demonstrateBug "0" r_screenFraction "100" r_showDynamic "0" r_showDemo "0" r_showUpdates "0" r_showSilhouette "0" r_useCombinerDisplayLists "1" A r_useStandardGL "0" A r_useParhelia "0" A r_useNV20 "1" A r_useNV30 "0" A r_useGL2 "0" r_useScissor "1" r_useOptimizedShadows "1" r_useExternalShadows "1" r_hideOptimizedShadowVolumes "0" r_hideGeneratedShadowVolumes "0" r_debugArrowStep "120" r_flareSize "1" A r_lightScale_ "2" r_testStepGamma "0" r_testGammaBias "0" r_testGamma "0" A r_shadows "1" C r_subviewOnly "0" C r_skipGuiShaders "0" C r_skipSubviews "0" r_frontBuffer "0" C r_shadowPolygonFactor "0" C r_shadowPolygonOffset "-1" C r_offsetunits "-600" C r_offsetfactor "0" r_clear "0" C r_logFile "0" r_cullViewLights "2" C r_cullShadows "1" C r_cull "2" r_preciseCullLightTris "0" C r_ignore "0" C r_skipUpdates "0" C r_skipFrontEnd "0" C r_skipDeforms "0" C r_skipFogLights "0" C r_skipBlendLights "0" C r_skipAmbient "0" C r_skipTranslucent "0" C r_skipRenderContext "0" C r_skipRender "0" C r_skipBackEnd "0" C r_skipCopyTexture "0" C r_skipDynamicTextures "0" r_jitter "0" C r_debugSort "0" A r_gammaScale "1" A r_gammaBias "0" A r_stepGamma5 "16" A r_stepGamma4 "32" A r_stepGamma3 "196" A r_stepGamma2 "64" A r_stepGamma1 "128" A r_brightness "1" A r_gamma "1" A r_swapInterval "1" r_finish "0" r_ignoreGLErrors "1" C r_znear "3" r_useInfiniteFarZ "1" r_useWglSwapBuffers "1" r_useStateCaching "1" r_useVertexArrayObject "1" r_useDeferredTangents "1" r_useTwoSidedStencil "0" r_useTurboShadow "1" r_displayRefresh "0" r_useShadowVertexProgram "1" r_useShadowProjectedCull "1" r_useSMP "0" r_singleTriangle "0" A r_customHeight "486" A r_customWidth "720" A r_fullscreen "1" A r_mode "3" A r_multiSamples "0" A r_stereo "0" A r_depthbits "24" A r_stencilbits "8" A r_colorbits "32" A r_ext_vertex_array_range "1" A r_ext_texture_env_combine "1" A r_ext_texture_edge_clamp "1" A r_ext_texture_filter_anisotropic "0" A r_ext_compress_textures "0" r_glDriver "" I fs_restrict "" S I fs_game "" I fs_savepath "F:\Games\Doom_III" I fs_basepath "F:\Games\Doom_III" I fs_cdpath "" I fs_copyfiles "0" fs_debug "0" username "spazzy" sys_cpuid "48" sys_cpustring "AMD w/ 3DNow!" arch "winnt" win_outputDebugString "0" con_noPrint "1" con_conSpeed "3" con_notifyTime "3" R sv_cheats "1" 471 total cvars ]con connect conDump con_noPrint = 1 con_conSpeed = 3 con_notifyTime = 3 ]conDump usage: conDump ]conDump cvarlist.txt Dumped console text to cvarlist.txt. ------------------------------------ 2002.11.12 COLLECTED DOOM 3 E3 ALPHA v0.02 INFORMATION "> " = Console seta = Edit DoomConfig.cfg RUNNING DOOM 3 FIRST TIME 1. Delete the \base\DoomConfig.cfg (don't worry the game builds a new one) 2. Run Doom.exe 3. Wait for the video 4. Hit the ~ or § (tilde) key to access the console, then type: > map e3/intro - The Intro > map e3/e3_1 - 1st map > map e3/e3_2 - 2nd map > map e3/e3_3 - 3rd map > map fred/e3bathroom5 - Instructions: Backup and open the mapfile \base\maps\fred\e3bathroom5.map with notepad, then find (CTRl+F): "call" "bathroom" and comment it out ("//"). It should look like this: // entity 88 { "target" "t5" "origin" "-9776.000000 -14656.000000 208.000000" "model" "trigger_multiple_2" "name" "trigger_multiple_2" "classname" "trigger_multiple" "target1" "func_animate_1" "target2" "func_animate_2" // "call" "bathroom" "wait" "-1" "target3" "cin_anim1_uacm_1" -- RESOLUTIONS > r_mode 1 = 400*300 > r_mode 2 = 512*384 > r_mode 3 = 640*480 > r_mode 4 = 800*600 > r_mode 5 = 1024*768 > r_mode 6 = 1152*864 > r_mode 7 = 1280*1024 > r_mode 8 = 1600*1200 > vid_restart -- FULLSCREEN seta r_fullscreen "1" > r_fullscreen 1 You can also press ALT+ENTER to switch between windowed and fullscreen modes. -- The keycode for the locked door is: 9 2 4 -- CHEATS > god - God mode > noclip - No clipping (fly through walls) > give weapon_machinegun - Machinegun > give weapon_shotgun - Shotgun > give weapon_plasmagun - Plasmagun from Quake3 ? > give weapon_bfg - BFG from Quake3 ? > give weapon_chainsaw - The Quake3 hand thing ? > give weapon_rocketlauncher - A Quake3 rocket launcher ? > give ammo > bind f12 give weapon_machinegun;give weapon_shotgun;give weapon_plasmagun;give weapon_bfg;give weapon_chainsaw;give weapon_rocketlauncher -- FLARE > give weapon_flare Now you can brighten up your game experience a little :) Take note that the flares don't act as real lights. If you toss them in a pitch black area it'll stay pitch black, if an area is alredy touched by light, the flares will bright it up and add greenish color values. -- INVERT MOUSE seta m_pitch "-0.022" Or another value, just make sure it is negative. To speed up mouse: seta sensitivity "10" Or higher value. -- FLASHLIGHT You can get a much better flashlight by editing the DoomConfig.cfg. Use this instead of flashlight3.tga which, BTW, does not even exist: seta g_flashlight_shader "lights/flashlight2" Then use console and type "flashlight". What you get is some very impressive lighting effects. You can also edit the flashlight lag to make it more "precise": seta g_flashlight_lag "1.0" It's recommended to bind flasghlight to a key: > bind f flashlight -- DOOMRADIANT Download and edit this file - "doom.qe4", and be sure to place it in your DOOM III Path/base/scripts directory (you'll have to make it, no doubt). Run DOOM III normally. Set r_mode to something higher than 3 (preferably 4 - 800x600, or 5 - 1024x768), and type: editor at the console. Running "Doom.exe" +editor doesn't appear to work on my machine, but hey... maybe I'm just unlucky. You may also need to download this file - radiant.ini and place it straight in your DOOM III Path (y'know.. same place where doom.exe resides) if it doesn't work. Now... remember folks: BACK EVERYTHING UP. We're all new to this stuff, so chances are we're gonna fumble like you wouldn't believe and do some nasty things that may make DOOM not behave anymore. Expect to fail on a grand scale, and be prepared for it. Also... check out some tutorials and stuff on http://www.qeradiant.com/ or other fine mapping places. You also need to remember to edit your "doom.qe4" file, and customize it to your own DOOM III path - unless, like me, your copy resides in D:\Games\Doom_III like mine does. Don't forget, folks.. there's also the sound editor (editSound) and the light editor (editLight) to play around with, too. -- SPEED UPS Change seta r_varmegs "92" to seta r_varmegs "256" (or half of *YOUR* RAM) > r_useStandardGL 1 - Uglier but faster > r_shadows 0 - Please DON'T do this :) > r_useTurboShadow 0 - Uglier but faster > AutosaveMinutes 0 - Why save, it lags > g_showplayer 0 - You can't see your gun or ammo MORE REALISTIC > r_jitter 1 FOV CHANGE > g_fov 120 > r_znear 0 COOL STUFF > gui_debug 1 > gui_edit 1 > r_diffuse 0 -- EDITING Copy, paste and save as "doom.qe4" in doomdir/base/scripts. START OF FILE : // project template // the __* strings will be expanded following these rules: // __ENGINEPATH: path to the engine .. C:\quake3\ C:\Program Files\Quake III Arena\ /usr/local/games/quake3/ // __TOOLSPATH: path to the tools directory C:\quake3\tools /usr/local/games/quake3/tools // (NOTE: on win32 tools directory is usually where the editor is .. but it's not true on linux) // __USERHOMEPATH: on linux, the directory with write permissions for saving maps etc. // on win32, == __ENGINEPATH { "version" "2" "basepath" "C:\doom_iii\Doom_III\base" "rshcmd" "" "remotebasepath" C:\doom_iii\Doom_III\base\" "entitypath" "C:\doom_iii\Doom_III\base\def\*.def" "texturepath" "C:\doom_iii\Doom_III\base\textures" "autosave" "C:\doom_iii\Doom_III\base\maps\autosave.map" "mapspath" "C:\doom_iii\Doom_III\base\maps" "bsp_Relight" "! __TOOLSPATHq3map # -onlyents $ && ! __TOOLSPATHq3map # -light $" "bsp_Relight_Extra" "! __TOOLSPATHq3map # -onlyents $ && ! __TOOLSPATHq3map # -light -extra $" "bsp_Novis (nolight)" "! __TOOLSPATHq3map # $" "bsp_Textures" "! __TOOLSPATHq3map # -onlytextures $" "bsp_Entities" "! __TOOLSPATHq3map # -onlyents $" "bsp_FullVis (nowater)" "! __TOOLSPATHq3map # -nowater $ && ! __TOOLSPATHq3map # -vis $ && ! __TOOLSPATHq3map # -light $" "bsp_FastVis (nolight)" "! __TOOLSPATHq3map # $ && ! __TOOLSPATHq3map # -vis -fast $" "bsp_FastVis (light -extra)" "! __TOOLSPATHq3map # $ && ! __TOOLSPATHq3map # -vis -fast -threads 1 $ && ! __TOOLSPATHq3map # -light -extra threads 1 $" "bsp_FullVis (nolight)" "! __TOOLSPATHq3map # $ && ! __TOOLSPATHq3map # -vis $" "bsp_FastVis" "! __TOOLSPATHq3map # $ && ! __TOOLSPATHq3map # -vis -fast $ && ! __TOOLSPATHq3map # -light $" "bsp_FullVis (nocurves)" "! __TOOLSPATHq3map # -nocurves $ && ! __TOOLSPATHq3map # -vis $ && ! __TOOLSPATHq3map # -light $" "bsp_FullVis" "! __TOOLSPATHq3map # $ && ! __TOOLSPATHq3map # -vis $ && ! __TOOLSPATHq3map # -light $" "bsp_FullVis (light -extra)" "! __TOOLSPATHq3map # $ && ! __TOOLSPATHq3map # -vis -threads 1 $ && ! __TOOLSPATHq3map # -light -extra -threads 1 $" } END OF FILE: -- DEVMAP EMPTY First put these binds into your DoomConfig.cfg: bind f1 "spawn monster_zombie_fat_ragdoll" bind f2 "spawn monster_zombie_commando" bind f3 "spawn monster_demon_hellknight" bind f4 "spawn monster_demon_imp" bind f5 "spawn monster_demon_pinky" bind f6 "testlight" bind f7 "poplight" bind f8 "give weapon_shotgun" bind f9 "give weapon_machinegun" bind f10 "god" bind f11 "give ammo" bind f12 "screenshot" Run Doom.exe, bring down console then type: > devmap empty You can use devmap with the e3 maps as well... Alternatively you can replace "spawn" with "testmodel", to just test it. > r_testmodelrotate 1 - Rotates model. -- THIRD PERSON VIEW > pm_thirdperson 1 - Enable view > pm_thirdpersonangle - 0 is from the back, 180 is from the front > pm_thirdpersonrange - 80 is the default value. Decrease value for closer view (you can use negative values too) and increase value for further view. -- Dramatically increases performance in some systems: SOUND OFF > s_noupdates 1 > s_restart ANISO OFF > image_anisotropy 0 -- BENCHMARKING > timedemo activate_demo1.demo Apparently benchmarking does not work correctly, so don't trust it so much. -- seta s_cacheAlwaysLoad "1" Fixes the sound in the intro for most of the way through. seta s_cacheSize "32" Bumps up the amount of cache memory from 16 to 32, it makes it all the way through the intro with the correct sounds but timing might still be wrong. -- MAP ENDINGS To fix the intro ending, open the map file maps/e3/intro.map in an editor and search for the following lines: "classname" "target_sessionCommand" "name" "target_endLevel_1" "origin" "-1834 -9312 64" "command" "playdemo" Alter the last line to: "command" "map e3/e3_1" First map should start after the intro now. To fix the map endings, open the map file maps/e3/e3_1.map in an editor and search for "command" "disconnect". Change "disconnect" to "map e3/e3_2" and so on. -- > r_diffuse 1 - Enables diffuse mapping (Disable for speed, enable for quality) > g_showplayershadow 1 - Enables playershadow To enable player shadow in 1st person mode you have to make sure you type > g_showplayershadow 1 IN 1st person mode (> pm_thirdperson 0). -- For a list of all the commands in the console: > cmdlist If you first type: > clear (to clear up the console) then > cmdlist and after that > condump commands.txt then you will find the list in \doom_III\base Same goes for cvarlist... Also when you type the first letter/char (like for example s) of a command in the console and hit the TAB key it will come up with all commands that begin with that letter. -- RAGDOLL FAT ZOMBIES Edit e3_x.map files like this: Change "monster_zombie_fat" or "monster_zombie_fat2" parts (NOT "monster_zombie_fat_1" or "monster_zombie_fat_2") to "monster_zombie_fat_ragdoll" You can also > bind "spawn monster_zombie_fat_ragdoll" to a key and have some fun :) -- > gfxinfo Shows which rendering paths are active -- 5.1 surround system with: seta s_numberOfSpeakers "6" seta r_stereo "1" You get some nice surround effects! -- RECORDING DEMOS Type the following: > bind f5 recorddemo > bind f6 stoprecording These two binds will give you keys for starting and stopping a demo, respectively. You can substitute in the keys you prefer, it doesn't matter. In this case, when you want to start capturing the action in the game, press F5. When you're done, press F6. The demo files are stored in your Doom_III\base\demos folder. They will be labelled incrementally, e.g. Demo001.demo, demo002.demo, etc. To play back your demo within the game, type playdemo demo001 (or whatever the demo filename happens to be). However, to get your demo into a movie format, there's a few extra steps. Making a demo into an AVI. After you've got a good demo, type aviDemo (for example, aviDemo demo001). This will play back your demo while taking a whole bunch of screenshots. When it's done, exit the game and look in your "Doom_III\base\demos\demoname" folder. Depending upon how long your demo was, you could have anywhere from 100mb to 10 gigs of .tga files. Download this program and run it: http://www.css.tayloru.edu/~btoll/f99/350/res/pjBmp2Avi.zip From the program's main screen, in the Directory field, type in the path to your demo's screenshots folder. (The "Doom_III\base\demos\demoname" I described above). A quicker way is to click the "..." button and just browse to the directory. Change the file option from BMP to TGA. You should then see a list of all the screenshots appear in the "Files" field. Under "Output" options, type the path and name of the avi you wish to create (e.g., "C:\movies\doom3rocks.avi") Leave the default Frame and Key Rates. Click the create button. A new window will pop up, prompting you to select a video codec. I suggest you use Divx 5.0.2. After you click OK, the program will compile your .tga files together. After the window closes, you're done! Go to the target directory you specified, and watch your first Doom 3 movie =) -- CUSTOM SETTINGS Create a new text document and rename it to YourConfig.cfg. Copy and paste the whole DoomConfig.cfg to YourConfig.cfg. Create a Doom.exe shortcut. Edit the properties of that shortcut like this, for example: \doom.exe exec YourConfig.cfg;map e3/e3_1 Doom 3 starts and executes your config and then loads the first playable map after intro. The purpose of custom config is to avoid Doom 3 editing the settings every time it starts. -- FISTS Open \def\weapons.def with Notepad, find "weapon_fists", edit: projectile "" to "projectile" "projectile_chainsaw" Save and you're done. The fists do no harm, but they show up and you can punch around :) -- SPEED UPS > killmonsters This will make your Doom 3 Alpha a dull experience but it runs faster :) > clearlights Nice atmosphere only with flashlight! You get much faster performance, but only in map e3/e3_1 it seems (I'm not completely sure). Also, using this the Alpha crashes on e3_1 map every time (well, mine does). --