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quest.cfg

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  1. #
  2. # Quest v2.x config file.
  3. # (C) Copyright 1997, 1998, 1999, 2000 Alexander Malmberg
  4. # (C) Copyright 1996, Chris Carollo
  5. # All lines preceeded by # will be parsed as comments.
  6. # Blank lines are ignored.
  7. # Use forward slashes to separate directories.
  8.  
  9. # --------
  10. # game <x>
  11. # --------
  12. #
  13. # Sets which game you're editing. Valid values are:
  14. #
  15. #  quake    - Quake and games/TCs/mods that are based on Quake (like Hexen 2).
  16. #  quake2   - Quake 2 and games/TCs/mods that are based on Quake 2.
  17. #  quake3   - Quake 3 and games/TCs/mods based on Quake 3
  18. #  halflife - Halflife and games/TCs/mods that are based on Halflife.
  19. #  sin      - Sin and games/TCs/modes that are based on Sin.
  20.  
  21. game quake
  22.  
  23. # --------
  24. # map2 <x>
  25. # --------
  26. #
  27. # Set this to 1 if you want to use the new map format, or 0 if you want
  28. # to use the old one. Only the compilers for Quake and Quake 2 are available
  29. # in versions that can read the new format.
  30.  
  31. map2 0
  32.  
  33. # -------------
  34. # class_dir <x>
  35. # -------------
  36. #
  37. # What files Quest should parse to find valid classnames.
  38. #
  39. # Quake     - '.../quest/es/quake/*.def'
  40. # Quake 2   - '.../quest/es/quake2/*.def'
  41. # Quake 3   - '.../quest/es/quake3/*.def'
  42. # Halflife  - '.../quest/es/halflife/*.def'
  43. # Heretic 2 - '.../quest/es/heretic2/*.def'
  44. # Sin       - '.../quest/es/sin/*.def'
  45.  
  46. class_dir i:/games/nquake/quest/es/quake/*.def
  47.  
  48. # -----------
  49. # mdlpaks <x>
  50. # -----------
  51. #
  52. # This is a semi-colon seperated list of PAK files Quest should search for
  53. # MDL and MD2 files.
  54.  
  55. mdlpaks i:/games/nquake/id1/pak0.pak;i:/games/nquake/id1/pak1.pak
  56.  
  57. # ---------------
  58. # draw_models <x>
  59. # ---------------
  60. #
  61. # Set to 0 if you don't want to draw models, even though you've loaded them.
  62. # Set to 1 if you want to draw them. Note that load_models must be 1, or they
  63. # won't be drawn anyway.
  64.  
  65. draw_models 1
  66.  
  67. # ---------------
  68. # load_models <x>
  69. # ---------------
  70. #
  71. # Set to 1 to load models. draw_models controlls whether they are drawn or
  72. # not. mdlpaks must be correctly set, or this won't work.
  73.  
  74. load_models 1
  75.  
  76. # ---------------
  77. # snap_to_int <x>
  78. # ---------------
  79. #
  80. # If set to 1, Quest will snap all vertices to integer values upon save. This
  81. # should prevent vertex drifting. This is only used with the old map format.
  82.  
  83. snap_to_int 1
  84.  
  85. # ----------------
  86. # texture_path <x>
  87. # ----------------
  88. #
  89. # Quake:
  90. #    Sets the default texture wadfile you want Quest to use.  Note that
  91. #    a loaded mapfile that specifies a wadfile will override this setting.
  92. #
  93. # Quake 2:
  94. #    This will be a list of directories and pak file to search for textures.
  95. #    Separate them with ';'s. They are searched in the order they're
  96. #    specified, and textures with the same name are only included once. If
  97. #    you want all textures from Quake2 with the point release, it should be:
  98. #    .../Quake2/baseq2/pak0.pak;.../Quake2/baseq2/pak1.pak
  99. #
  100. # Halflife:
  101. #   A list of .wad files Quest should use for textures. Separate the .wad
  102. #   files with ';'s.
  103. #
  104. # Sin:
  105. #    Like Quake 2.
  106. #
  107. # Quake 3:
  108. #    Should point to a directory that contains the textures/ directory
  109. #    and the scripts/ directory, see quake3.txt for details.
  110.  
  111. texture_path i:/games/nquake/quest/textures/quake.wad
  112. #for Quake 2 - d:/Quake2/baseq2/pak0.pak;d:/Quake2/baseq2/pak1.pak
  113. #for Halflife - c:/halflife/valve/halflife.wad;c:/halflife/valve/liquids.wad
  114. #for Quake 3 - c:/quake3/quest
  115.  
  116. # ------------
  117. # use_vbe2 <x>
  118. # ------------
  119. #
  120. # Use VBE 2.0 and flat linear buffer. This requires a good, new graphics
  121. # card and probably a new version of UNIVBE, but should speed up drawing.
  122. # Note: Under Windows NT, this must be 0.
  123.  
  124. use_vbe2 0
  125.  
  126. # ------------
  127. # vid_mode <x>
  128. # ------------
  129. #
  130. # Sets the video mode for Quest to use.  Allowed values are:
  131. #   1  -   640x480
  132. #   2  -   800x600
  133. #   3  -  1024x768
  134. #   4  - 1280x1024
  135. #   5  - 1600x1200
  136. #
  137. # I recommend setting the highest video mode your computer will comfortably
  138. # support, due to the complexity of Quake levels and the difficulty of
  139. # 3-dimensional visualization at lower resolutions.
  140.  
  141. vid_mode 3
  142.  
  143. # -------------
  144. # snap_size <x>
  145. # -------------
  146. #
  147. # Sets the size of the grid to which all movement is "snapped".  i.e. If
  148. # snap_size is set to 8, all movement is done in multiples of eight (8, 16,
  149. # 24, etc).  It must be positive.
  150. # The default value is 4.
  151.  
  152. snap_size 16
  153.  
  154. # zoom_speed <x>
  155. #
  156. # Speed of zooming. Default is 1.125. This MUST be more than one (1) or
  157. # strange things will happen. If your computer is fast, and you think
  158. # Quest zooms too quickly, try setting it to 1.05 or even 1.025.
  159.  
  160. zoom_speed 1.025000
  161.  
  162. # -------------------
  163. # angle_snap_size <x>
  164. # --------------------
  165. #
  166. # Sets the snap size when rotating entities, in whole degrees.
  167.  
  168. angle_snap_size 1
  169.  
  170. # -------------
  171. # pan_speed <x>
  172. # -------------
  173. #
  174. # Set the speed at which the camera is panned around the level.  Higher
  175. # numbers represent faster movement, and lower numbers represend slower,
  176. # more precise movement.  It must be positive and not bigger than 32.
  177. # The default value is 4.
  178.  
  179. pan_speed 10
  180.  
  181. # ---------
  182. # gamma <x>
  183. # ---------
  184. #
  185. # Sets the amount of gamma correction you want.  .6 is pretty bright on
  186. # my monitor, and .4 is pretty dark, but set to your own liking.
  187.  
  188. gamma 0.500000
  189.  
  190. # ---------------
  191. # texturename <x>
  192. # ---------------
  193. #
  194. # Sets the default texture name that want Quest to use.
  195.  
  196. texturename sky1
  197.  
  198. # ---------------------
  199. # mouse_sens_x <x>
  200. # mouse_sens_y <x>
  201. # ---------------------
  202. #
  203. # Sets sensitivity of the mouse. You can control the sensitivity in both the
  204. # x and y axis. Normally, these two values should be the same.
  205. # A value of 1.0 is the standard sensitivity, 2.0 doubles the sensitivity,
  206. # .5 halves the sensitivity, and so on.
  207.  
  208. mouse_sens_x 1.000000
  209. mouse_sens_y 2.000000
  210.  
  211. # ---------------
  212. # turn_frames <x>
  213. # ---------------
  214. #
  215. # Sets the number of frames Quest draws when rotating the camera.
  216.  
  217. turn_frames 40
  218.  
  219. # --------------
  220. # depth_clip <x>
  221. # --------------
  222. #
  223. # Sets the depth clipping distance.
  224.  
  225. depth_clip 1000
  226.  
  227. # ---------------------
  228. # flip_mouse <0> or <1>
  229. # ---------------------
  230. #
  231. # Reverses mouse viewport movement directions.
  232.  
  233. flip_mouse 0
  234.  
  235. # --------------
  236. # menu_limit <x>
  237. # --------------
  238. #
  239. # Number of pixels from the right side of the screen where the menu
  240. # will pop up (if enabled)
  241.  
  242. menu_limit 10
  243.  
  244. # ------------
  245. # pop_menu <x>
  246. # ------------
  247. #
  248. # 0:  Menu always visible.
  249. # 1:  Menu pops up and down when the mouse pointer is near the right edge of
  250. #     the screen.
  251. # 2:  Menu pops up on right/third mouse button click.
  252.  
  253. pop_menu 2
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