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- #
- # Quest v2.x config file.
- # (C) Copyright 1997, 1998, 1999, 2000 Alexander Malmberg
- # (C) Copyright 1996, Chris Carollo
- # All lines preceeded by # will be parsed as comments.
- # Blank lines are ignored.
- # Use forward slashes to separate directories.
- # --------
- # game <x>
- # --------
- #
- # Sets which game you're editing. Valid values are:
- #
- # quake - Quake and games/TCs/mods that are based on Quake (like Hexen 2).
- # quake2 - Quake 2 and games/TCs/mods that are based on Quake 2.
- # quake3 - Quake 3 and games/TCs/mods based on Quake 3
- # halflife - Halflife and games/TCs/mods that are based on Halflife.
- # sin - Sin and games/TCs/modes that are based on Sin.
- game quake
- # --------
- # map2 <x>
- # --------
- #
- # Set this to 1 if you want to use the new map format, or 0 if you want
- # to use the old one. Only the compilers for Quake and Quake 2 are available
- # in versions that can read the new format.
- map2 0
- # -------------
- # class_dir <x>
- # -------------
- #
- # What files Quest should parse to find valid classnames.
- #
- # Quake - '.../quest/es/quake/*.def'
- # Quake 2 - '.../quest/es/quake2/*.def'
- # Quake 3 - '.../quest/es/quake3/*.def'
- # Halflife - '.../quest/es/halflife/*.def'
- # Heretic 2 - '.../quest/es/heretic2/*.def'
- # Sin - '.../quest/es/sin/*.def'
- class_dir i:/games/nquake/quest/es/quake/*.def
- # -----------
- # mdlpaks <x>
- # -----------
- #
- # This is a semi-colon seperated list of PAK files Quest should search for
- # MDL and MD2 files.
- mdlpaks i:/games/nquake/id1/pak0.pak;i:/games/nquake/id1/pak1.pak
- # ---------------
- # draw_models <x>
- # ---------------
- #
- # Set to 0 if you don't want to draw models, even though you've loaded them.
- # Set to 1 if you want to draw them. Note that load_models must be 1, or they
- # won't be drawn anyway.
- draw_models 1
- # ---------------
- # load_models <x>
- # ---------------
- #
- # Set to 1 to load models. draw_models controlls whether they are drawn or
- # not. mdlpaks must be correctly set, or this won't work.
- load_models 1
- # ---------------
- # snap_to_int <x>
- # ---------------
- #
- # If set to 1, Quest will snap all vertices to integer values upon save. This
- # should prevent vertex drifting. This is only used with the old map format.
- snap_to_int 1
- # ----------------
- # texture_path <x>
- # ----------------
- #
- # Quake:
- # Sets the default texture wadfile you want Quest to use. Note that
- # a loaded mapfile that specifies a wadfile will override this setting.
- #
- # Quake 2:
- # This will be a list of directories and pak file to search for textures.
- # Separate them with ';'s. They are searched in the order they're
- # specified, and textures with the same name are only included once. If
- # you want all textures from Quake2 with the point release, it should be:
- # .../Quake2/baseq2/pak0.pak;.../Quake2/baseq2/pak1.pak
- #
- # Halflife:
- # A list of .wad files Quest should use for textures. Separate the .wad
- # files with ';'s.
- #
- # Sin:
- # Like Quake 2.
- #
- # Quake 3:
- # Should point to a directory that contains the textures/ directory
- # and the scripts/ directory, see quake3.txt for details.
- texture_path i:/games/nquake/quest/textures/quake.wad
- #for Quake 2 - d:/Quake2/baseq2/pak0.pak;d:/Quake2/baseq2/pak1.pak
- #for Halflife - c:/halflife/valve/halflife.wad;c:/halflife/valve/liquids.wad
- #for Quake 3 - c:/quake3/quest
- # ------------
- # use_vbe2 <x>
- # ------------
- #
- # Use VBE 2.0 and flat linear buffer. This requires a good, new graphics
- # card and probably a new version of UNIVBE, but should speed up drawing.
- # Note: Under Windows NT, this must be 0.
- use_vbe2 0
- # ------------
- # vid_mode <x>
- # ------------
- #
- # Sets the video mode for Quest to use. Allowed values are:
- # 1 - 640x480
- # 2 - 800x600
- # 3 - 1024x768
- # 4 - 1280x1024
- # 5 - 1600x1200
- #
- # I recommend setting the highest video mode your computer will comfortably
- # support, due to the complexity of Quake levels and the difficulty of
- # 3-dimensional visualization at lower resolutions.
- vid_mode 3
- # -------------
- # snap_size <x>
- # -------------
- #
- # Sets the size of the grid to which all movement is "snapped". i.e. If
- # snap_size is set to 8, all movement is done in multiples of eight (8, 16,
- # 24, etc). It must be positive.
- # The default value is 4.
- snap_size 16
- # zoom_speed <x>
- #
- # Speed of zooming. Default is 1.125. This MUST be more than one (1) or
- # strange things will happen. If your computer is fast, and you think
- # Quest zooms too quickly, try setting it to 1.05 or even 1.025.
- zoom_speed 1.025000
- # -------------------
- # angle_snap_size <x>
- # --------------------
- #
- # Sets the snap size when rotating entities, in whole degrees.
- angle_snap_size 1
- # -------------
- # pan_speed <x>
- # -------------
- #
- # Set the speed at which the camera is panned around the level. Higher
- # numbers represent faster movement, and lower numbers represend slower,
- # more precise movement. It must be positive and not bigger than 32.
- # The default value is 4.
- pan_speed 10
- # ---------
- # gamma <x>
- # ---------
- #
- # Sets the amount of gamma correction you want. .6 is pretty bright on
- # my monitor, and .4 is pretty dark, but set to your own liking.
- gamma 0.500000
- # ---------------
- # texturename <x>
- # ---------------
- #
- # Sets the default texture name that want Quest to use.
- texturename sky1
- # ---------------------
- # mouse_sens_x <x>
- # mouse_sens_y <x>
- # ---------------------
- #
- # Sets sensitivity of the mouse. You can control the sensitivity in both the
- # x and y axis. Normally, these two values should be the same.
- # A value of 1.0 is the standard sensitivity, 2.0 doubles the sensitivity,
- # .5 halves the sensitivity, and so on.
- mouse_sens_x 1.000000
- mouse_sens_y 2.000000
- # ---------------
- # turn_frames <x>
- # ---------------
- #
- # Sets the number of frames Quest draws when rotating the camera.
- turn_frames 40
- # --------------
- # depth_clip <x>
- # --------------
- #
- # Sets the depth clipping distance.
- depth_clip 1000
- # ---------------------
- # flip_mouse <0> or <1>
- # ---------------------
- #
- # Reverses mouse viewport movement directions.
- flip_mouse 0
- # --------------
- # menu_limit <x>
- # --------------
- #
- # Number of pixels from the right side of the screen where the menu
- # will pop up (if enabled)
- menu_limit 10
- # ------------
- # pop_menu <x>
- # ------------
- #
- # 0: Menu always visible.
- # 1: Menu pops up and down when the mouse pointer is near the right edge of
- # the screen.
- # 2: Menu pops up on right/third mouse button click.
- pop_menu 2
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