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  • For fully detailed instructions (and more handy tips than you can shake a
    4 KB (578 words) - 07:00, 9 April 2008
  • ...cards to run the game with more visual effects and at smoother frame-rates than when using the software renderer. Quake levels released today are often far more complex than anything id could have ever made, due to more powerful computers for compil
    4 KB (573 words) - 18:45, 3 November 2023
  • ...s, monsters, and powerups, along with 3 new episodes (though a bit shorter than an id1 episode), a new, more musical, soundtrack by [[Jeehun Hwang]], bobbi ...effect, making the player's inventory a vulnerable and liquid asset rather than being a strictly positive trait in the game. The presence of the [[Horn of
    3 KB (432 words) - 20:48, 19 October 2009
  • ...eals over twice as much damage as the starter shotgun. Hitboxes are larger than they might seem so barrel stuffing isn't as necessary on big monsters like *The super nailgun is significantly better than its younger sibling and is one of the most powerful tools in your arsenal.
    12 KB (2,141 words) - 14:48, 4 August 2023
  • ...s for decompiling a bsp file and usually produces far more usuable results than bsp2map.
    7 KB (1,051 words) - 16:34, 27 January 2024
  • ...color]] images used in [[Quake maps]]. Each texture has a name of no more than 15 characters. Their dimensions are required to be a multiple of 16. Older
    8 KB (1,372 words) - 02:04, 11 October 2023
  • * Player sometimes respawns at location of death rathen than the intended spawn spot in dm/coop (happens when all spots are full, this i ...death * need to track the attacking entity all the way to obituary, rather than the attacking players weapon at the time of death
    6 KB (1,084 words) - 22:34, 17 February 2022
  • * [[Error: (size) is greator than free hunk]]
    570 bytes (83 words) - 19:25, 16 June 2013
  • * More fun than the FDE productions, I think.
    2 KB (306 words) - 02:33, 4 December 2023
  • ...nsfers (BLIT) instead of page flipping. Black transfers are usually slower than page flipping.
    312 bytes (37 words) - 16:22, 29 March 2013
  • ...Quake would hide the weapon model when if the value of [[fov]] was greater than 90, no matter what r_drawviewmodel. This applies to DOS Quake, WinQuake a
    1 KB (218 words) - 16:22, 29 March 2013
  • Since 800 is normal gravity, 100 is low, and 1000 is a little higher than normal. You can put it so high that you won't be able to jump, and you can
    889 bytes (150 words) - 02:21, 31 October 2007
  • ...If you want to turn autoaim off completely, set sv_aim to any value higher than 1.
    541 bytes (84 words) - 02:23, 31 October 2007
  • ...nly is his attack just a shotgun, it calls a FireBullets value of 4 rather than the players 6, and he also aims slightly behind the player. Despite these s The Grunt is one of a few Quake monsters who possesses more animation frames than the code makes use of. In this case, he has frames reloading his shotgun, w
    5 KB (792 words) - 18:40, 4 May 2013
  • | manualtext = Grunt, Mark Two. Grunts who are surlier and beefier than the rest get outfitted in combat armour and built-in blasters.
    4 KB (597 words) - 11:50, 18 October 2017
  • ...rypt of Decay]]. Often seen patrolling, he makes low hoarse grunts, rather than growls, which can be identified from a distance. Distinguishable by his hor
    4 KB (535 words) - 17:40, 4 May 2013
  • | manualtext = What's worse than a cannibal monster eight feet tall? One with a chainsaw. And a sack of gren ...layer's), they can truly pack a punch. If you can, get somewhere higher up than they are, because they are unable to aim upwards and their own grenades mig
    4 KB (529 words) - 18:10, 4 May 2013
  • ...ghtmare difficulty]], where they are fired more frequently and move faster than on lower skill levels. ...umulate trailing Voreballs, it is possible to do Voreball jumps using more than one Voreball at a time, allowing a skilled player to jump extremely high.
    6 KB (1,010 words) - 18:35, 4 May 2013
  • ...o adds in so many new features that it is over 1.5 megabytes in size: More than twice the size of the original TomazQuake. It is not as detailed and comple
    2 KB (242 words) - 00:31, 5 July 2021
  • * ''text'', ''text2'', ... = text(s) of the message, if more than one text they are concatenated Not more than 8 parameters are allowed.
    511 bytes (70 words) - 21:04, 23 February 2008
  • ...d (backfaces are visible, I.E. you see the 'interior' of the model, rather than just the front), can be occasionally useful on transparent stuff.
    245 bytes (39 words) - 15:14, 28 February 2008
  • ...shirt * 16, those colors will be used for colormapping the entity, rather than looking up a colormap by player number.
    180 bytes (27 words) - 02:11, 25 March 2013
  • Note that there can be more skins files (of the _0 naming) than the mdl
    3 KB (430 words) - 02:11, 25 March 2013
  • ...ite with ! in its filename (both on disk and in the qc) will be lit rather than having forced EF_FULLBRIGHT (EF_FULLBRIGHT on the entity can still force th
    265 bytes (45 words) - 02:13, 25 March 2013
  • // except it returns radians rather than degrees)
    2 KB (232 words) - 02:14, 25 March 2013
  • * Making cloaked players more visible to their teammates than their enemies. For example:
    2 KB (309 words) - 02:21, 25 March 2013
  • Causes the server to immediately drop the client, more reliable than stuffcmd(clent, "disconnect\
    257 bytes (33 words) - 02:21, 25 March 2013
  • ...n use all "Entity Settings". Also note that there are more Entity Settings than the ones listed here.
    10 KB (1,616 words) - 16:53, 5 February 2024
  • ...here is a limit on how effective the push can be. Any push strength higher than about 300 won't have any increased effect.
    1 KB (227 words) - 18:48, 26 June 2019
  • ...ecessarily mean better as DarkPlaces is typically recognized as more buggy than alternatives.
    9 KB (1,453 words) - 17:01, 5 March 2024
  • ...erful fact because the "localcmd" function is both much simpler and easier than the "stuffcmd" function since the "localcmd" function does not require a pl
    17 KB (3,014 words) - 12:16, 14 February 2023
  • * The return statement can be used more than once, anywhere in the function. There cannot be more than 8 parameters.
    2 KB (345 words) - 17:24, 22 January 2015
  • ...n''' uses 2 shells up per shot, but is a lot more effective at close range than the [[Shotgun]]. It is probably the most-used weapon in the game, and you'l
    1 KB (183 words) - 01:43, 13 August 2020
  • ...e the [[Quad Damage]], it makes an effective [[Zombie]]-chopper. But other than that, ignore it.
    737 bytes (116 words) - 02:53, 18 December 2013
  • ...illegally leaked Quake3 engine source code, so this breaches ''much more'' than the GNU GPL.
    595 bytes (87 words) - 21:17, 8 May 2008
  • ...ater), all files inside this directory will be loaded at a higher priority than the ones in the id1 directory, but files you did not replace will come from
    6 KB (1,060 words) - 00:32, 3 May 2022
  • The most contemporary pipeline for graphics other than textures and models is to make use of your preferred image composition prog
    540 bytes (81 words) - 16:06, 1 January 2022
  • The map or mod you tried to play requires more memory than Quake allocated by itself. You need to tell the engine to use more memory, 64 Megabytes should be more than enough, 32 Megabytes will be enough in most cases.
    517 bytes (73 words) - 15:28, 23 May 2009
  • ...which runs on pretty much any OS, but its performance there is much worse than running in actual DOS — so much worse that it may be unplayable at all bu
    2 KB (394 words) - 02:23, 3 December 2023
  • * If you are used to Windows, you will find the usage much more intuitive than other editors.
    2 KB (246 words) - 04:41, 22 March 2021
  • ...y the same as if their contents were extracted into separate files, rather than being packed together in one PAK archive.
    6 KB (921 words) - 19:28, 4 July 2021
  • ...not plot points or narration. Recommend usage involves a brush no thicker than a player's bounding box, so they don't trip the event multiple times while
    2 KB (302 words) - 11:45, 5 October 2016
  • * U_ALPHA - entity has alpha different than its baseline. Alpha is encoded as a single byte, with a 0 representing "def ...the edict is 2 full bytes followed by a third byte for the channel, rather than packing them into a single short (13 bits for edict, 3 bit for channel.) T
    10 KB (1,647 words) - 11:57, 3 December 2009
  • ...you should find that you are able to jump significantly higher and longer than with just a Rocket Jump or Grenade Jump. The disadvantage is that it requir
    3 KB (576 words) - 03:06, 12 June 2015
  • ...creased map and entity limits, external textures and new builtins), rather than user-features (such as a better server browser in the menu, nicer particle * Render liquid textures of other sizes than 64x64 correctly
    9 KB (1,206 words) - 07:29, 4 November 2022
  • ...diusdistancetobox''' (findradius finds the volume of bounding-boxes rather than the entity origin) '''sv_gameplayfix_walkonbboxes''' (allows walking on bounding-boxes rather than sliding on them)
    726 bytes (88 words) - 02:30, 25 March 2013
  • ...s a multiplier, so to make textures 'smaller' you will use numbers smaller than 1, such as 0.5 for half-scale. Scale can also be use to mirror a texture, s ...ace it. info_player_start is an entity which does not need any more set up than that to work!
    20 KB (3,615 words) - 14:46, 9 September 2022
  • ...g, larger levels that support more players should have more respawn points than smaller levels, and even for [[1-on-1]] maps, 5 or 6 is the suggested minim
    1 KB (206 words) - 09:26, 25 March 2013
  • ...ramp. The player encounters most of the game mechanics in the level, other than wind tunnels, crushers, trap shooters, and teleporter trains. ...via messaging and the unopened door that many things in Quake require more than one action to complete.
    7 KB (1,160 words) - 17:00, 2 May 2015
  • ...l occur where the info_notnull is. Be careful, since the explosion is more than just an effect and will injure the player if they are near enough. This is ...multiple times unless the trigger is fired repeatedly at intervals of less than 0.5 seconds. For larger explosion effects, it is possible to set up multipl
    11 KB (1,869 words) - 17:27, 7 April 2013

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