CVARS IN LRCTF v1.1 (toggle means 0 for off
and 1 for on)
players
list of players and client numbers available to all clients
for callvoting (referee, kick, etc)
cg_autoScreenShot <toggle>
when enabled takes an autoscreenshotjpeg at end of every game.
cg_noVoiceChats <toggle>
cg_noVoiceText <toggle>
Enables and disables comical voices.
cg_brightskins <0-8>
makes your enemy a solid bright shader.
cg_brightskins 0=no brightskins
cg_brightskins 1=fire (since red is already a team color)
cg_brightskins 2=green
cg_brightskins 3=yellow
cg_brightskins 4=ice (since blue is already a team color)
cg_brightskins 5=aqua
cg_brightskins 6=magenta
cg_brightskins 7=white
cg_brightskins 8=orange (since the q3 grey isnt a bright)
cg_skinset <0-2>
Applies skinsets to both team and enemy, but only your team if
brightskins are enabled.
cg_skinset 0 = disabled
cg_skinset 1 = leopard print
cg_skinset 2 = camouflage
cg_drawRealDate <toggle> - will display today's date under the game
timer.
cg_drawRealTime <toggle> - will display local time in Military
format under the game timer.
datescreenshot - takes a screenshot in the following format:
[YYYYMMDD_HH-MM_SS.jpg]
Example: 20040120_22-27_10.jpg
daterecord - records a demo in the following format:
[YYYYMMDD_HH-MM_SS.dm_68]
Example: 20040120_22-27_10.dm_68
Note: no script is needed, since each demo will have a unique name
based on the date/time. Simply bind x daterecord
cg_noBobSpin <toggle>
disabled = everything default q3 nature (spinning and bobbing ammo,
powerups) except static flags (mod feature).
enabled = nothing bobs or spins in game except weapons.
MODEL SETTINGS
SETTING MODELS (Note: lrctf
does not have an enemy model function)
model grunt
headmodel grunt
cg_forcemodel 1
SKINSETS:
cg_skinset [0-2]
(applies to both team and enemy, but only your team if brightskins
are enabled):
cg_skinset 0 = disabled
cg_skinset 1 = leopard print
cg_skinset 2 = camouflage
BRIGHTSKINS
cg_brightskins [0-9]
(makes your enemy a solid bright color - requires MUCH less overhead
than promode skins but with the same basic effect)
cg_brightskins 0=no brightskins
cg_brightskins 1=fire (since red is already a team color)
cg_brightskins 2=green
cg_brightskins 3=yellow
cg_brightskins 4=ice (since blue is already a team color)
cg_brightskins 5=aqua
cg_brightskins 6=magenta
cg_brightskins 7=white
cg_brightskins 8=orange (since the q3 grey isnt a bright)
cg_brightskins 9=yellow again
TEAM RADIO
All team radio is bound via the menu system. When in game you can
send messages to your team with radio binds in order to communicate
without the use of any third-party software. Very handy for pub
play.
Examples:
Global radio usage: bind x "say damn"
Team radio usage: bind x "say_team attack now"
AMMO LIMITS
Implemented to promote game balance and
teamplay.
FUNNY WAV SCRIPTING
Here's a short example script for cycling funny wavs:
// funnies.cfg (compliments of fredo @ id software)
// Sound Selection key binds
bind i vstr prevsound
bind o vstr currsound
bind p vstr nextsound
// sound vstr
set nextsound "vstr nxt_sound"
set prevsound "vstr prv_sound"
set currsound "vstr curr_sound"
//Choose your own sounds from the funnies pk3 files and add them
below
set sound_01 "play_voice _ayb; set prv_sound vstr sound_05; set
nxt_sound vstr sound_02;set curr_sound vstr sound_01"
set sound_02 "play_voice _cutitout; set prv_sound vstr sound_01; set
nxt_sound vstr sound_03;set curr_sound vstr sound_02"
set sound_03 "play_voice _eatlead; set prv_sound vstr sound_02; set
nxt_sound vstr sound_04;set curr_sound vstr sound_03"
set sound_04 "play_voice _huckleberry; set prv_sound vstr sound_03;
set nxt_sound vstr sound_05;set curr_sound vstr sound_04"
set sound_05 "play_voice _joking; set prv_sound vstr sound_04; set
nxt_sound vstr sound_01;set curr_sound vstr sound_05"
//end of funnies.cfg - expand this list as you see fit, just pay
close attention to the numbering scheme
GENERAL HELP
Punkbuster
Some people occasionally have issues with punkbuster for QIII
(Especially with brand-new installs of QIII). Here's the quickest
way to get pb working correctly on either your client or server via
a manual update (this assumes you have the required 1.32 Point
Release) should your client not work for some reason (all needed
settings should be getting set by the new autoexec.cfg included in
v1.1):
1. Grab the Quake III Arena pbsetup util for your operating system from
here and save it locally (or in the root of your pb folder
located inside your Quake III folder).
2. Run the pbsetup executable, make sure QIII is an added game with
a valid path to quake3.exe and then let it update your punkbuster
files.
3. Connect to a punkbuster server - if you get a message about pb
being disabled
hit the ~ (tilde) key and type /pb_cl_enable to enable Punkbuster.
4. More PunkBuster info may be available in our
forum FAQ.
Video Card Lockups
Nvidia drivers on certain level Nvidia
cards have been known to lock up QIII when punkbuster is in use, therefore try the following
drivers on the following cards if you're experiencing lockups:
GeForce2 and below - use up to Detonator 23.11
GeForce3 and 4 - use up to Detonator 45.23
GeForceFX - anything over Detonator 45.23
Server Browser
Although we recommend using a Third-party game browser such as All
Seeing Eye, Gamespy 3D or Gamespy Arcade etc, Loki's Revenge has the
robust Team Arena-style server browser included. The server browser
can be accessed by selecting JOIN SERVER from the main menu. When
obtaining a new list of servers for the first time please be
patient, as the browser is essentially querying all of the QIII
servers it can find in the world. Third-party game browsers such as
All-Seeing Eye can perform this function much faster.
How to Pogo (Instagib Only)
Physically, Pogo is nothing more than a no-damage Rocket Jump with a
different sound effect and no explosion. You'll need to bind a key
to pogo via the menu and then youre ready to use this 1337 tool to
dodge rails in instagib when timed correctly. Simply use the bind
exactly as you would rocket jump, except you use the key bind to
execute as its an offhand device. To manually bind the pogo via the
console the syntax is: bind x "+button6"
RUNNING A DEDICATED SERVER
Windows batch files and Linux .sh files have been included in order
to setup a quick server for either LAN parties or internet play.
To run an LRCTF server in less than 60 seconds (assumes you are
running at least Quake III with Point Release 1.32 and up-to-date
Punkbuster files):
1.
Open the sv_lrctf.cfg and add necessary passwords and hostname
2. Run the *.bat or *.sh file which is most appropriate for
your situation
SERVER CONFIGS
sv_lrctf.cfg - this is the main server config for setting up a
dedicated server for LRCTF. Most all of the available settings and
cvars have already been pre-configured for the most optimal server
settings and gameplay. Note: if you rename the sv_lrctf file for
whatever reason you also need to change the sv_config cvar inside
the file to match the new filename in order for match mode to end
properly.
sv_mapconfig.cfg - This file is read by the server in order to set
up maplist entries to automatically run different game modes. You
shouldn't ever need to edit this file.
maplist_1v1.cfg - Tourney mode for 1v1
all-weapons. g_gametype 1
maplist_ctf.cfg - Default LRCTF maplist, used to rotate
CTF-only LRCTF maps. g_gametype 4
maplist_ffa.cfg - Instagib Deathmatch.
g_gametype 0
maplist_tdm.cfg - Team Deathmatch.
g_gametype 3
maplist_mix.cfg - CTF with 2-minute FFA Instagib
intermissions and some 10-minute TDM All-Weaps.
*To
use a particular maplist simply edit the cmd line which starts
the server (.bat or .sh files) and then choose an appropriate
starting map immediately after the +map cmd line parameter.
SERVER OPS - WANT TO
ALLOW
A GamersTV
SPEC CLIENT?
[TIP: you must manually add
'pb_sv_specname GTV' to the pbsv.cfg
in order to allow a GTV client on your server]
REF MENU
While connected to a server and you select the Referee menu you'll
instantly be prompted to enter a password. Once accessed, refs can
move players from one team to another (including team spectate),
kick players, change maps and time/cap limits. Refs can also start,
stop and pause matches. Referees are also allowed to temporarily
password servers, however this password is strictly temporary and
wiped out once each match ends (yes, after every map). Referees can
also be callvoted, however the server must have a minimum of 6
players present.
Although all referee functions are available through the menu system
here's a list of available referee console commands:
ref_admin <password>
ref_matchpassword <password>
ref_map <mapname>
ref_restart
ref_capturelimit <captures>
ref_timelimit <minutes>
ref_move <player> <team>
ref_kick <player>
ref_allspec
ref_pause
ref_resume
ref_end
ref_start
ref_players
ref_time (shows remaining game time, taking pauses into account)
players - list of players and client numbers available to all
clients for callvoting (referee, kick, etc)
TUTORIALS
Mapmaking for Loki's Revenge
Making
Map Radar Tutorial
Kommissar's General Mapping Considerations
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