Quake Timedemos

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StarBound
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Quake Timedemos

Post by StarBound »

I know this is crazy but I still have quake 2 and quake 3 and to a lesser extent quake 1 is lying around somewhere with a gl extension patch. So does anyone here remember how to properly bench quake, Q2 and Q3?

If you /timedemo 1 then it just blazes all demo's without a nice count summary. And I could never figure out how to turn off sound. Anyone able to help out and perhapes show us where our gaming system are at the moment? :P
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I34z1k
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Post by I34z1k »

Huh? :| Q3 I get 1k fps :D
StarBound
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Post by StarBound »

That all?
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Fallen
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Post by Fallen »

Starbound, thats a good question. If you goto #quake3 on the za.shadowfire.org IRC network, im sure someone will be able to give you an answer.

Used to play loads of quake and as far as i remember, there isnt a built in function for displaying decent statistics regarding time demos. But im speaking under correction.. :?
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Post by Samaya »

/cg_drawFPS 1 To show your Frames per second
/timedemo 1 To time your demo
/demo four To start the last patches demo (1.32)

You really need to learn how to use Google

Quake 3 Console commands

Google search

To enter commands just type a / before each command
g_aimtest // ???
g_gravity "800" // Defines how heavy you are; the higher the number, the heavier you feel; this results in less high jumps, etc. Negative numbers don't work the same as q1 & q2, it's very choppy.
g_inactivity "0" // Don't know for sure what it does. I think it has something to do with the 'idle time' of a player.
g_knockback "1000" // The knockback from a weapon, higher number = greater knockback.
g_quadfactor "3" // How much damage you do when you have the Quad Damage, multiplies your normal damage with the number given.
g_speed "340" // How fast you move in Q3Test. The greater the number, the greater the velocity.
g_motd "X" // Set Message of the Day to X (see "cl_motd" to display it)
g_forcerespawn "10" // Set the respawn time in seconds, 0 = don't forcerespawn
g_weaponrespawn "5" // Set the time before a picked up weapon will respawn again, 0 = continuous respawn

// Client //////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////

cg_autoswitch 0/1 // Auto-switch Weapons (on pick-up)
cg_drawCrosshairNames 0/1 // show name of who you're pointing at
cg_drawCrosshair 0/1 // use crosshairs or not...
cg_drawKiller 0/1 // show name and pic of who killed you last, good for "talker killers".
cg_drawAmmoWarning 0/1 // show low ammo warning
cg_drawTimer 0/1 // Time remaining, if timelimit is set
cg_drawStatus 0/1 // Draw the HUD or not (health, ammo, armour, etc)
cg_drawFPS 0/1 // show Frames Per Second read-out
cg_gibs 0/1 // Gore? oh yes! :)
cg_gun 0/1 // show your gun
cg_lagometer 0/1 // show Lag-O-Meter
cg_shadows 0/1/2/3 // Cast Shadows (0 = None, 1 = Basic Discs,2 = 3 = Stencil Buffered)
cg_marks 0/1 // shaw Damage Markings (bullet holes, etc)
cg_simpleitems 0/1 // Makes some objects more "simple" (faster to render)

cg_thirdperson 0/1 // Third person (Tomb Raider style)
cg_thirdPersonRange "40" // distance from view to model.
cg_thirdPersonAngle "0" // view angle (180 changes view to the front of the model)

cl_run 0/1 // Allways run
cl_debugMove // Don't Know
cl_mouseAccel // set mouse accelerationcl_showmouse
cl_showmouserate // show the mouse rate of movement
cl_anglespeedkey
cl_pitchspeed
cl_yawspeed
cl_avidemo
cl_showTimeDelta
cl_timeNudge
cl_timeout "125" // Seconds to wait before you are removed from the server when you lag out.
cl_shownet
cl_motd 0/1 // Display "Message of the day"
cl_noprint 0/1 // Printout messages to your screen or to the console
cl_shutdown
cl_nodelta 0/1 // will not update your ping, eg. You ping at 210 to 230, you hit cl_nodelta when you have 215 ping. Your ping will show as 215 and not change. If you type it in console before you join, your ping should show as 0

cm_playerCurveClip 0/1 // Move through curved world geometry

crosshairhealth 0/1 // Show health by the cross hairs?
crosshairsize "24" // Crosshair Size

fov "90" // Field of View/Vision (better than +zoom)
freelook 0/1 // mouselook
handicap "100" // Because some ppl spend way to much time playing.
lookspring 0/1 // "spring" back to center when mouse look is turned off.

name "Player" // your Handle/ScreenName/Nick/whatever you call it.

m_side "0.8" // I would think i would affect the amount of "sway"
m_forward "1" // when you walk/run... but it doesn't seem to.
m_yaw "0.022" // controls x-axis speed
m_pitch "0.022" // controls y-axis speed

sensitivity "5" // mouse sesitivity
snd "visor" // Change the sounds used for the character? wierd.
model "visor/red" // like skin in q2, it changes your model and skin if you know the names of what you want.
team "team free" // "s" for spectator & "team free" to join the game again.

zoomfov "22.5" // +zoom, the fov zoomed to

// Controller //////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////

in_dgamouse "1" // Didn't work
in_joystick "0" // Use Joystick or not ?
in_mididevice "0"
in_midichannel "1"
in_midiport "1"
in_midi "0"
in_mouse "1"
in_nomouseaccel "1" // Didn't work

// Audio ///////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////

snd_restart // re-intailize sound

cg_stereoSeparation "0.4" // The amount of Stereo Seperation
s_khz "22" // Sound Quality
s_loadas8bit "0" // Load sounds in 8bit (instead of 16?)
s_mixahead "0.2" // Pre-Mix Sounds? - Didn't make a diff
s_musicvolume "1" // Music Volume
s_primary "0" // Didn't work
s_volume "0.7" // Sound (efx) Volume

// These next ones seem redundant, and also look linux specific... i'm not really sure though. Either way they didn't work on my win32 version... drop me a line if you know.

snddevice "/dev/dsp"
sndchannels "2" sndbits)
sndspeed "0"
sndbits "16"

// System //////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////

condump "x" // write the console text to a file where "x" is the name of that file
con_notifytime // defines how long messages (from players or the system) are on the screen
scr_conspeed // How fast the console goes up and down

bindlist // gives a listing of what's bound to what
unbind // unbinds a key
bind // binds a key
win_noalttab 0/1 // Disable alt-tab in windows
game // Set the game
version // Show the current Version.
disconnect // disconnets you from server (local included)
cinematic // plays the q3a movie...
demo // play demo
record // record demo

userinfo // lists user settings
viewsize // changes view port size
password // sets password
configstrings // lists the current arena's config string

rconAddress "" // rcon?
rcon_password "" // password for rcon

// Visuals /////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////

r_allowExtentions 0/1 // Use all of the pen gl extentions your card is capable of
r_colorbits "0"
r_customaspect 0/1 // ?Use Custom Aspect Ratio?
r_customheight "480" // ?y - Custom Resolution?
r_customwidth "856" // ?x - Custom Resolution?
r_depthbits "0" // Depth Buffer Size
r_detailtextures 0/1
r_drawentities 0/1
r_drawSun 0/1 // ?Use the Sun Light Source?
r_dynamiclight 0/1 // Dynamic Lighting
r_ext_texture_env_add "1"
r_ext_compiled_vertex_array "1"
r_ext_multitexture "1"
r_ext_gamma_control "1"
r_ext_texenv_add "1"
r_ext_swapinterval "1"
r_ext_compress_textures "1"
r_facePlaneCull "1" // Cull Triangle Faces (for planes? not sure what's diff from reg. culling)
r_fastsky 0/1 // Quick 'n Dirty Skies
r_fakeFullscreen 0/1 // ???
r_finish 0/1 // ???
r_flares 0/1 // Render Flares
r_fullscreen 0/1 // Full Screen (vs. Windowed)
r_gamma 0/1 // Gamma Correction
r_glDriver "opengl32" // Used "x" openGL Driver
r_ignoreGLErrors 0/1 // Ingnores openGL errors that occur
r_ignorehwgamma 0/1 // Same as r_nohwgamma?
r_lastValidRenderer // "RIVA 128/RIVA 128 ZX (AGP)" / "Intel740"
r_lightningSegmentLength "32"
r_lodbias "0" // change the Level Of Detail (0 - 2)
r_lockpvs "0" // pvs?
r_mode "3" // Rendering Mode
r_nocurves 0/1 // Don't use curved geometry ( disabled because of cheating possibility )
r_nohwgamma "1"
r_overBrightBits "1"
r_portalonly 0/1 // turns off stencil buffering for portals, this alows you to see the entire portal before it's clipped, i.e. more of the room, to get a better feel for who's in there before you jump in.
r_preloadTextures 0/1
r_roundImagesDown 0/1

// Railgun
color 1/2/3/4/5/6/7 // Rail Color Bule/Green/Cyan/Red/Magenta/Yellow/White
cg_railTrailTime "400" // How long the railgun's trails last
r_railCoreWidth "16" // Size of the rail trail's core
r_railSegmentLength "64" // distance between rail "sun bursts"
r_railWidth "128" // Width of the rail trail
r_railRotation "30" // Didn't work, but it sounds cool.
r_railRotationSpeed "0" // Same as above.

r_speeds 0/1 // Show the rendering info e.g. how many triangles are drawn
r_showtris 01 // Show Triangles, pretty cool looking...
r_stencilbits "8" // Stencil Buffer Size
r_stereo "0" // Stereo Split (for 3D glasses)?
r_subdivisions "4"
r_simpleMipMaps "1"
r_texturebits "0"
r_vertexLight "0"
r_znear "4"

vid_restart // re-intailize video
vid_ypos "30" // y position when windowed
vid_xpos "30" // x position when windowed
viewsize "100" // Should be obvious...

// OpenGL Sepcific /////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////

gl_texturemode "GL_LINEAR_MIPMAP_NEAREST"
gl_ext_clip_volume "1"
gl_ext_pointparameters "1"
gl_ext_compiled_vertex_array "1"
gl_ext_multitexture "0"
gl_ext_palettedtexture "1"
gl_ext_gamma "1"
gl_ext_swapinterval "1"
gl_ext_s3tc "1"
gl_ignore_errors "1"
gl_driver "opengl32"
gl_finish "1"
gl_swapinterval "1"

// MultiPlayer / Server /////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////

// Set these to setup a teams match //
teamflags "3"
dmflags "1"
// End Set //
Fallen
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Post by Fallen »

Umm, he wants to know how to make it display a summary? Not just the FPS? Or does that suffice starbound??
StarBound
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Post by StarBound »

I've always had a problem benching quake. In quake 2 if you time demo'ed it would just play your demo at max speed and if you didnt hit ~ quick enough you would get the id logo again and the intro movie.

Quake 3 I had problems running a time demo but Sam pointed out how it changed.

The reason behind the madness of asking a quake/ quake2 / quake 3 time demo is simple. Those games used your cpu and I believe quake 3 used your gfx to the max. So to see how fast data has sped up or how much better the newer cards are compare it with the more basic functions. Besides would be nice to see if quake 3 can hit the 2-5k fps mark :P
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