Feb 242015
 

This engine is little concerned with ‘classic’ Quake.  But these settings will get closer to that if desired:

sbar 2
sbar_show_bg 1
sbar_scale 0.7
r_light_style 0
r_fog 0
r_coloredlights 0
r_palette palette
v_gunkick 0
cl_bobmodel 0
cl_nobob 1

Update-  en_carlson contributed:
r_interpolation 0
Make the weapon to move back and forth like software quake by setting cl_bob to 0.02, cl_bobup to 0.5, cl_bobmodel_side to 0, cl_bobcycle to 0.6. Also, I set v_gunkick to 1 not 0 as software quake does have gun kick.

  7 Responses to “‘Classic’ settings”

  1. I have some suggestions to make. Make the weapon to move back and forth like software quake by setting cl_bob to 0.02, cl_bobup to 0.5, cl_bobmodel_side to 0, cl_bobcycle to 0.6. Also, I set v_gunkick to 1 not 0 as software quake does have gun kick.

    On an unrelated note, I have a problem where every time I fire, the textures on the viewmodel distort severely as the weapon nears the player. This is especially bad on the super shotgun.

  2. Is r_part_sticky_time still working with high values? Seems to always disappear.

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