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📁 quakeIII源码这个不用我多说吧
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+----------------------------+
| INTERPRETING THE LAGOMETER |
+----------------------------+
     The Lagometer is the graph in the lower right corner of the status display. It is a test function and not a part of regular game play.  The upper graph (blue/yellow) slides one pixel for every rendered frame. Blue lines below the baseline mean that the frame is interpolating between two valid snapshots. Yellow lines above the baseline mean the frame is extrapolating beyond the latest valid time. The length of the line is proportional to the time. 
The lower graph (green/yellow/red) slides one pixel for every received snapshot. By default, snapshots come 20 times a second, so if you are running >20 fps, the top graph will move faster, and vice versa. A red bar means the snapshot was dropped by the network. Green and yellow bars are properly received snapshots, with the height of the bar proportional to the ping. A yellow bar indicates that the previous snapshot was intentionally suppressed to stay under the rate limit. 
The upper graph indicates the consistency of your connection. Ideally, you should always have blue bars of only a pixel or two in height. If you are commonly getting big triangles of yellow on the graph, your connection is inconsistent. 
     In a heavy firefight, it is normal for modem players to see yellow bars in the bottom graph, which should return to green when the action quiets down. If you are getting several red bars visible, you may want to look for a server that drops less packets. 
     There are a few tuning variables for people trying to optimize their connection: The most important one is "rate", which is what the connection speed option in the menu sets. We are fairly conservative with the values we set for the given modem speeds: 2500 for 28.8, 3000 for 33, and 3500 for 56k. You may actually be connecting faster than that, and modem compression may be buying you something, so you might get a better play experience by increasing the values slightly.  If you connect at 50000 bps, try a rate of 5000, etc. Quake 3 errs on the conservative side, because too low of a rate will only make the movement of other things in the world choppy, while too high of a rate can cause huge amounts of lag. 
     Note that the optimal rate will be somewhat lower than a rate for QW or Q2, because Quake 3 now includes the UDP packet header length in the bandwidth estimate.  You can ask for a different number of snapshots by changing the "snaps" variable, but there isn't a lot of benefit to that. Dedicated servers run at 40hz, so stick to divisors of that: 40, 20 (default), 10. A "snaps" of 40 will usually just cause you to hit your rate limit a lot faster. It may be useful for tuning rate, if nothing else. 
     You can adjust the local timing point with "cg_timenudge ", which effectively adds local lag to try to make sure you interpolate instead of extrapolate. If you really want to play on a server that is dropping a ton of packets, a timenudge of 100 or so might make the game smoother. 

=====================
== Section 7.      ==
== PLAYER ACTIONS  ==
=====================

	The descriptions below are based on the preset default configurations for the game controls.  If you have played first person shooting games previously (such as Quake or Quake 2), you may want to reconfigure the controls to match your preferences.

+----------+
| ACTIONS  |
+----------+
WALKING:  Use the four arrow keys or the mouse to walk around.  To walk steadily forward, hold down the "forward" key (the up arrow or center button on a 3-button mouse).  Turn left or right with the left or right arrow keys, or by sliding your mouse in the desired direction.

RUNNING:  To run, simply hold down the left Shift key to increase your 
Speed (unless you have selected "Always Run", in which case it reverts you to a walk.  If you prefer to always run during the game, open the Main menu, then the Customize Controls menu, and select Always Run.

SHOOTING:  Tap the Ctrl key or the left mouse button to fire. Hold the 
fire key down to keep firing.

LOOKING UP AND DOWN: The letters A and Z allow you to look up and down, 
respectively.  Start walking forward and your line of vision will 
automatically readjust to the center position.  You may also choose to 
select Free Look under the Controls menu which will allow you to move the 
mouse around as if it was your head movement.

SWIMMING:  While underwater, aim yourself in the direction you wish to go 
and press the forward key to go in that direction.  Unfortunately, as in 
real life, you may lose your bearings while underwater.  Use the jump key, 
(default is the Space Bar), to kick straight up towards the surface. Once on 
the surface, tread water by holding down the jump key.  To get out of the 
drink, swim toward the shore and you can either jump up onto the land or 
walk straight out if it is shallow enough.  There is always a way out of 
water, but you may have to submerge even deeper in order to find it.

CROUCHING:  Press and hold down the C key to duck and move forward to "duck walk."  When you release the C key, you will return to an upright position.  It is also possible to avoid rockets in this manner.

JUMPING:  Tap the space bar to jump.  You jump farther if you're moving 
forward at the time.

STRAFING:  Hold down the ALT key and the left or right arrow key and you will side-step in that particular direction. This is perfect for avoiding incoming weapon attacks.

PICKING UP OBJECTS: To pick up items, weapons, and power-ups, simply walk 
over them.  The weapon cross-hair will pulse larger briefly to indicate you have acquired a new weapon or supply. If you are unable to pick something up, it means you already have the maximum amount possible for that object.

TALKING:  To communicate with other players, press the T key 
and type in your message.  Press Enter when finished and your words will 
appear at the top of the screen. You can also enter communications on the command line of the console.

ATTACKING: Point your weapon at an opponent and press the fire button.  Default fire keys are the left mouse and the control key). If a weapon runs out of ammo, it switches to the next available weapon with ammo the next time you fire it.  If you have no ammo at all, you fight with the gauntlet.

+--------+
| DYING: |
+--------+
	When you die, the weapon you were using (except for the gauntlet and the machine gun), and any active power ups drop where you died.  Armor, ammo and one-use items like the teleporter are lost.  To respawn into the game, press the fire key. When you re-enter the game you are once again armed with only your starting equipment.

===========================
== Section 8.            ==
== THE ARENA ENVIRONMENT ==
===========================

+-----------------------+
| RAPID TRANSIT DEVICES |
+-----------------------+
TELEPORTERS: These devices instantaneously move you to a pre-selected destination.

PORTALS:  These are devices that generate holes in space through which you can see your ultimate destination and move to it like walking through a doorway.

JUMP PADS: Jump pads throw you upwards to land on higher portions of the arena.  You have some "air" control over your final landing point.

ACCELERATION PADS: Acceleration pads turn you into a human cannon ball, launching you to distant locations in the arena. As with the jump pads, you have some "air" control over your final landing point.

+-----------------------+
| ENVIRONMENTAL HAZARDS |
+-----------------------+
LAVA:  Walking on lava is not instantly fatal, but even with good armor protection, it can be a relatively quick (and noisy) doom.

THE VOID: Falling off into the infinite blackness of the void is a near inescapable death.

+--------------+
| TEST ARSENAL |
+--------------+
MACHINE GUN: This is your default weapon. It's an instant hit attack and reasonably accurate even at long range. It uses bullets.

GAUNTLET:  This is either your weapon of last resort when you're out of ammo or a cool tool to humiliate other players. When it hits, it does damage and knocks a foe back. It does not require ammunition, but you have to be in direct contact with a foe and activating (firing) it to cause injury and knockback.

SHOTGUN:  This uses shells for ammunition. The spread of the shotgun blast makes it deadly in close combat, but not the best choice for long-range attacks.

ROCKET LAUNCHER: The rocket launcher delivers heavy fire power to your target, but travels slower compared to other attacks.  Be careful when you use this weapon in close combat.

PLASMA GUN: Powered by Energy cells, this rapid-fire weapon delivers deadly gouts of glowing energy quickly and accurately.  

RAIL GUN:  The Rail Gun fires depleted uranium slugs at super high velocities. It hits instantly and can pass through the bodies of multiple opponents. But be warned, it recharges slowly and can be a liability in close combat. Take note of the distinctive trail of atmospheric disturbance 
caused by the projectile. The color of the rail gun's trail can be changed under the CUSTOMIZE PLAYER menu on the EFFECTS COLOR line. 

LIGHTNING GUN: Zap them!

+------------------+
| COMBAT SUPPLIES: |
+------------------+
Pick up these helpful items whenever possible. Some items take effect when 
picked up, others you must activate during play.

AMMO:  With the exception of the gauntlet, each weapon has a corresponding ammo type. The color of the ammo boxes corresponds with the color of the graphic weapon icons displayed briefly in your heads up display. Each ammo type has a maximum you can carry. 

ARMOR:  There are three armor types: Green armor shards, yellow combat armor and red body armor. Collecting them increases your armor protection.  The red armor and the green armor shards can increase your total armor protection above the maximum for short duration.  The points "decay" back to the normal maximum value.

HEALTH:  There are three types of standard health kits: small (green), medium (yellow) and large (red) encased in crystalline shells. The green health can increase your total health value above the maximum.  Like armor, it "decays" back to your maximum possible health value.

QUAD DAMAGE: The quad temporarily multiplies all your weapon's strengths. 

MEGA HEALTH: This blue health power up provides a temporary but significant boost to your health, taking it above your maximum level.  Like armor, it "decays" back to your maximum possible health value.

PERSONAL TELEPORTER: Grab this single-use power up and use it to escape from dangerous situations.  Activating it immediately teleports you to one of the arena's spawn spots.

=======================
== Section 9.        ==
== THE GAME CONSOLE  ==
=======================

	The game console (or just the console) is a pull down window shade that shows recent game information, including the text of conversations and recently executed game commands.  The bottom line of the console is the command line. While playing Q3test, you can enter into console mode by pressing the tilde (~) key and exit by pressing it again. The console is where you enter all the commands to change the game state.

	For example, one console command is "map <name>" which will load a map
and start it up.  Starting up a map actually starts a local Server and a Client. For the purposes of this test, most of the console commands will be executed to optimize graphics. Pressing the up and down arrows in the console will change to the last command entered. You can backspace over the command and enter new values if you'd like. There is also a command-completion function.  Type in the first few letters of a command. By pressing the TAB key, you can have the console automatically finish the name of the command for you. 

	When you are in console mode (or when you have selected to "talk" by typing in words to appear on the screen), a blue "voice balloon" will appear over your head. Common game courtesy is to NOT shoot players who are in this mode.

=======================
== Section 10.       ==
== PROBLEM ICONS     ==
=======================

Q3Test has a Problem Icon that you may see on your screen from time to time. When you are disconnected from a Quake Server or the network packet flow is disturbed, you will see a Network Disconnect icon above the spot where your frag count is displayed.  Other players will see it displayed over your character's head (similar to the way the talk balloon is displayed). If you are not immediately reconnected to the server, you will need to disconnect (leave arena) and attempt to reconnect with the server by either using the menu commands or by typing "connect" <server IP address> in the console command line.
	NOTE:  Courteous players will refrain from getting cheap points by fragging lagged out opponents.

=======================
== Section 11.       ==
== MESSAGE OF THE DAY     ==
=======================

When Quake 3 Arena starts a map up, it sends the GL_RENDERER string to the Message Of The Day server at id.  This responds back with a message of the day to the client.  If you wish to switch this option off, set CL_MOTD to 0 (+set CL_MOTD 0 from the command line). 

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