The only allowed Quake III Arena clients are:
The original Quake III Arena client from idsoftware
The client from the ioquake3 project.
The official defrag client from CGG (dfengine)
The port of dfengine to ioquake3 by nt.run (iodfe)
Quake III Arena has to be patched to the newest version availible from idsoftware.
- "timescale" must be set to "1"
- "sv_cheats" must be set to "0"
- "g_speed" must be set to "320"
- "g_gravity" must be set to "800"
- "g_knockback" must be set to "1000"
- "pmove_fixed" must be set to "0"
- "pmove_msec" must be set to "8"
- "cl_maxpackets" must be set to "125"
- "snaps" must be set to "125"
- "rate" must be set to "25000"
- "com_maxfps" must be set to "125"
It is not allowed to use an overbounce that occours through touching a non-horrizontal surface.
It is not allowed to execute sequence of commands(triggered by software or hardware) that affect physical player behavior using predefined timing and order. (no scripting allowed)
ok wrote:Quake III Arena has to be patched to the newest version availible from idsoftware.
is it actually needed? just adds some textures
ok wrote:- "timescale" must be set to "1"
- "sv_cheats" must be set to "0"
- "g_speed" must be set to "320"
- "g_gravity" must be set to "800"
- "g_knockback" must be set to "1000"
are already monitored by defrag, odd- "pmove_fixed" must be set to "0"
is already turned off by - "g_synchronousClients" must be set to "1", not needed- "pmove_msec" must be set to "8"
affects only pmove_fixed mode, excess- "com_maxfps" must be set to "125"
60 to 140 defrag restriction is already fine, excess
ok wrote:- "cl_maxpackets" must be set to "125"
- "snaps" must be set to "125"
- "rate" must be set to "25000"
do those actually effect offline demos? i bet no
ok wrote:It is not allowed to use an overbounce that occours through touching a non-horrizontal surface.
df_ob_killobs 1 is needed then, because too much obs happen on slopes every damn run
using slicked slope or PDM01_Pea_IMPOSTOR-like ramps, these all are about obs
or dfwc2008-0 quick vq3 finish - random slope ob there (not too random tho, randomness depends on skill a lot)
ok wrote:It is not allowed to execute sequence of commands(triggered by software or hardware) that affect physical player behavior using predefined timing and order. (no scripting allowed)
what about mechanical scripts? i want to glue two keyboard keys together to get legit rj bind
actually many people want rj alias, since its not some special timing of physics events or time periods, but simultaneous keys tapping, which strongly depends on devices and bindlist management
TittenIgnition wrote:It was retarded. Fuck stupid rules, and fuck stupid judges.
<hk> wrote:ok wrote:It is not allowed to execute sequence of commands(triggered by software or hardware) that affect physical player behavior using predefined timing and order. (no scripting allowed)
what about mechanical scripts? i want to glue two keyboard keys together to get legit rj bind
actually many people want rj alias, since its not some special timing of physics events or time periods, but simultaneous keys tapping, which strongly depends on devices and bindlist management
Smartass.
BerserK wrote:TittenIgnition wrote:It was retarded. Fuck stupid rules, and fuck stupid judges.
What about brainwashed stupid players like you? What is hard to set few things right? Rules are rules, set by competition (probably still the same nearly for 10 years, when 99% players played offline), so you have to obey them.
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