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Difference between "config.cfg" and "autoexec.cfg" - And their management

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  • Difference between "config.cfg" and "autoexec.cfg" - And their management

    Can you please shortly explain me the difference between "Id1\config.cfg" and "Id1\autoexec.cfg"?
    They are both for configuration, right? Then, why are there two different files? The two files contain almost the same lines.

    I was editing "autoexec.cfg", I saw that my modifications in it were copied to "config.cfg" as soon as I start the game executable once.

    I have been making modifications in "autoexec.cfg" (in a tidy way by grouping similar variables together, adding titles, etc) for one hour. Each time I started the game the modifications were moved to the "config.cfg" without the preserving the code format I made. However, it now stopped doing so, it just doesn't copy my modifications into "config.cfg", and the ones in "autoexec.cfg" are being ignored.

    For example, I changed the forward speed by adding the line "cl_forwardspeed 400", however the one in "config.cfg" is still "cl_forwardspeed 160". If I manually change it to 400 in "config.cfg", it works. But it is tiresome to work in "config.cfg" because it is a total mess because of not being formatted (even if I tidy it up, the game messes it up automatically). "autoexec.cfg" is just being ignored. If I delete the "config.cfg" file, the game starts with default settings.

    What can be the cause of this problem?
    Could it be that I made a syntax error in "autoexec.cfg", and the game stops processing it when I reaches to that problematic line, and doesn't update "config.cfg" because of this? Is there any way to debug the "autoexec.cfg" file?

    Start-up Messages
    Code:
    ========= QUAKE INITIALIZATION =========
    EXECING: QUAKE.RC
    EXECING: DEFAULT.CFG
    EXECING: AUTOEXEC.CFG
    CBUF_ADDTEXT: OVERFLOW
    3 DEMO(S) IN LOOP
    Id1/autoexec.cfg
    Code:
    alias +hook "impulse 98"
    alias -hook "impulse 97"
    alias +fastforward "sv_maxspeed 5000; cl_forwardspeed 5000; +forward"
    alias +fastback    "sv_maxspeed 5000; cl_backspeed    5000; +back"
    alias -fastforward "-forward; cl_forwardspeed 160; sv_maxspeed 320"
    alias -fastback    "-back;    cl_backspeed    160; sv_maxspeed 320"
    alias +longjump   "+fastforward; wait; +jump; wait; -jump; wait; -fastforward"
    
    bind c noclip
    bind t notarget
    bind g god
    
    bind "TAB"	"+showscores"
    bind "ENTER"	"+jump"
    bind "ESCAPE"	"togglemenu"
    bind "SPACE"	"+jump"
    bind "ALT"	"+longjump"
    
    bind "INS" "+klook"
    bind "DEL" "+lookdown"
    bind "PGDN" "+lookup"
    bind "END" "centerview"
    bind "PAUSE" "pause"
    
    bind "+" "sizeup"
    bind "," "+moveleft"
    bind "-" "sizedown"
    bind "." "+moveright"
    bind "/" "impulse 10"
    
    bind "0" "impulse 9"
    bind "1" "impulse 1"
    bind "2" "impulse 2"
    bind "3" "impulse 3"
    bind "4" "impulse 4"
    bind "5" "impulse 5"
    bind "6" "impulse 6"
    bind "7" "impulse 7"
    bind "8" "impulse 8"
    
    bind "=" "sizeup"
    bind "\" "+mlook"
    bind "`" "toggleconsole"
    
    bind "a" "+moveleft"
    bind "c" "noclip"
    bind "d" "+moveright"
    bind "e" "+moveup"
    bind "f" "snap180"
    bind "g" "god"
    bind "h" "+hook"
    bind "m" "r_fullbright 0"
    bind "n" "r_fullbright 1"
    bind "q" "+movedown"
    bind "s" "+back"
    bind "t" "notarget"
    bind "w" "+forward"
    bind "z" "+lookdown"
    bind "~" "toggleconsole"
    
    bind "UPARROW" "+fastforward"
    bind "DOWNARROW" "+fastback"
    bind "LEFTARROW" "+left"
    bind "RIGHTARROW" "+right"
    
    bind "F1"  "help"
    bind "F2"  "menu_save"
    bind "F3"  "menu_load"
    bind "F4"  "menu_options"
    bind "F5"  "menu_multiplayer"
    bind "F6"  "echo Quicksaving...; wait; save quick"
    bind "F9"  "echo Quickloading...; wait; load quick"
    bind "F10" "quit"
    #bind "F11" "zoom_in"
    bind "F12" "screenshot"
    
    bind "PGUP" "fov 200"
    bind "PGDN" "fov 10"
    bind "HOME" "fov 125"
    bind "END"  "fov 25"
    bind "DEL"  "fov 100"
    
    bind "MOUSE1" "+attack"
    bind "MOUSE2" "+forward"
    bind "MOUSE3" "+mlook"
    bind "MWHEELUP" "mouseweapon"
    bind "MWHEELDOWN" "rmouseweapon"
    
    sv_accelerate 10	// How quickly you accelerate (default 10)
    sv_aim 0.97		// Auto-aiming fuzz factor (default 0.93)
    sv_altnoclip "1"
    sv_gravity 800		// <200 fly, 800 normal, 3200 tiny jump
    sv_maxspeed 320		// Maximum speed of the player   (default 320)
    sv_maxvelocity 2000	// Maximum speed of the Universe (default 2000)
    sv_nostep 0		// If 1, you do not automatically go up stairs
    sv_stopspeed 10		// Change how quickly you come to a stop. (default 100)
    
    
    #### Client Movement Commands ####
    
    _cl_name			"Killer"
    _cl_color			"0"
    cl_bob				0.02		// <0.0-1.0> Amount weapon bobs up & down [if zero, then no weapon bobbing]. Default 0.02.
    cl_bobcycle			0.6		// <0.1+>    Time between each bob of weapon [adjusts time between each bob]. Default 0.6.
    cl_bobup			0.5		// <0.0-1.0> Set amount of bobbing; 0 induces sea-sickness, 1 is none [adjusts amount that the weapon bobs]. Default 0.5.
    cl_forwardspeed			400		// adjusts maximum forwards speed
    cl_backspeed			400		// adjusts maximum backwards speed
    cl_upspeed			200		// Set how much the up key makes you jump [adjusts maximum move up/down speed]. Default 200.
    cl_sidespeed			320		// Set your sidestep/strafing speed [adjusts maximum strafe speed]. Default 320.
    cl_yawspeed			140		// Default 140.
    cl_maxpitch			120		// Maximum pitch angle
    cl_minpitch			-120		// Minimum pitch angle
    cl_movespeedkey			2.0		// <0.0+> Set how much move keys move you [adjusts maximum run speed]. Default 2.0.
    cl_pitchspeed			100		// Keyboard lookup/down speed. Default 100.
    cl_pitchcenterspeed		400		// How fast to recenter view when you move. Default 400.
    cl_pitchdriftspeed		40		// Default 40.
    cl_rollspeed			200		// Speed that screen rolls when moving [adjusts amount of screen rolling when moving forwards and turning]. Default 200.
    cl_rollangle			2.0		// Amount that screen rolls when moving [adjusts the angle that the screen rolls towards when moving]. Default 2.0.
    cl_anglespeedkey		2.0		// <0.0+> Degrees to turn with each press of an angle key (left, right, lookup, lookdown).  Default 2.0.
    cl_nolerp			0		// ?? (Default 0)
    cl_ticrate			0.03		// Time between each game data update package sent to other PCs.  Default 0.03.
    #cl_shownet					// Show how many network buffers remain (Takes no arguments)
    
    
    #### Mouse-Specific Commands ####
    
    #m_pitch			<val>		// Adjusts look up/down sensitivity of mouse
    #m_yaw				<val>		// Adjusts turn side/side sensitivity of mouse
    #m_forward			<val>		// Adjusts forward/back sensitivity of mouse
    #m_side				<val>		// Adjusts strafe left/right sensitivity of mouse
    #m_filter			0		// <1|0> Mouse filter. Default ??.
    
    
    #### Commands ####
    
    #v_cshift					// ??
    #v_idlescale			<val>		// ??
    #v_ipitch_cycle			<val>		// ??
    #v_ipitch_level			<val>		// ??
    #v_iroll_cycle			<val>		// ??
    #v_iyaw_cycle			<val>		// ??
    #v_iyaw_level			<val>		// ??
    v_kickpitch			0.6		// <0.0-1.0> Pitch (forward/back) when wounded. Default 0.6.
    v_kickroll			0.6		// <0.0-1.0> Roll (lean over) when wounded.  Default 0.6.
    v_kicktime			0.5		// How long kick lasts (in seconds). Default 0.5.
    
    
    #### Standard Quake Variables ####
    
    crosshair			2		// <1|0>		toggles display of crosshair
    showturtle			1		// <1|0>		turtle never displayed if zero
    showram				1		// <1|0>		low ram never displayed if zero
    host_maxfps			48		//			Maximum frame rate
    showpause			1		// <1|0>		pause box not displayed if zero
    bgmvolume			0.1		// <0.0-1.0>		sets background music volume
    bgm_extmusic			1		//			??
    gamma				0.5		//			sets gamma correction level (screen brightness)
    sensitivity			6		//			sets mouse sensitivity
    volume				0.1		//			sets sound fx music volume
    lookspring			0		// <1|0>		centers view after jump
    lookstrafe			0		// <1|0>		centers view after strafe
    noexit				0		// <1|0>		if one then no one can exit the level
    skill				1		//			sets skill level (0 == easy, 1 == normal, 2 == hard, 3 == nightmare)
    deathmatch			0		// <1|0>		if one, deathmatch mode; if two, old deathmatch mode
    coop				1		// <1|0>		if one, cooperative mode
    pausable			1		// <1|0>		if zero, game cannot be paused
    fraglimit			25		//			when fraglimit is reached in deathmatch, game ends with end screen
    #hostname			"127.0.0.1"	//			name of the server
    maxplayers			20		//			maximum number of players allowed on server
    registered			1		// <1|0>		if registered == 1 then "trigger_registered" triggers function.
    #name				"hkb"		//			name of the player (client)
    listen				1		// <1|0>		if 1, listens for clients wanting to join the game
    joystick			1		// <1|0>		zero means no joystick support
    joybuttons			10		//			number of buttons on joystick
    external_ents			1		//			??
    max_edicts			2048		//			??
    viewsize			100		//			Size of the visible window.  Default 100.
    
    _windowed_mouse "0"
    
    _snd_mixahead "0.1"
    snd_show 0		// Shows all playing sounds, with "----(1)----" messages
    
    gl_farclip "16384"
    gl_flashblend "0"
    gl_fullbrights "1"
    gl_overbright "1"
    gl_overbright_models "1"
    gl_subdivide_size "128"
    gl_texture_anisotropy "1"
    gl_texturemode "GL_LINEAR_MIPMAP_LINEAR"
    gl_triplebuffer "1"
    gl_zfix "1"
    
    m_forward "1"
    m_pitch "0.022000"
    m_side "0.8"
    m_yaw "0.022"
    
    r_aliasstats 1
    r_clearcolor "2"
    r_drawentities 1
    r_drawflat 0
    r_draworder 0
    r_dspeeds 0
    r_dynamic "1"
    r_fullbight 1
    r_novis "1"		// transparent water on
    r_particles "1"
    r_polymodelstats 0
    r_quadparticles "1"
    r_shadows "1"
    r_speeds 0
    r_timegraph 1
    r_wateralpha ".40"	// transparent water, see through
    r_waterwarp 1
    
    saved1 "0"
    saved2 "0"
    saved3 "0"
    saved4 "0"
    savedgamecfg "0"
    
    scr_conalpha "0.5"
    scr_conscale "1.8"
    scr_conspeed "500"
    scr_conwidth "0"
    scr_crosshairscale "1"
    scr_menuscale "1.8"
    scr_sbaralpha "0.4"
    scr_sbarscale "1.4"
    scr_scale "1.8"
    
    vid_bpp "32"
    vid_fullscreen "0"
    vid_height "1000"
    vid_vsync "0"
    vid_width "1776"
    vid_restart
    
    sys_throttle "0"	// previous: "0.02"
    
    +mlook
    +speed
    
    
    
    #playdemo e1m1.dem
    #playdemo e1m2.dem
    #playdemo e1m3.dem
    #playdemo e1m4.dem
    #playdemo e1m5.dem
    #playdemo e1m6.dem
    #playdemo e1m7.dem
    #playdemo e1m8.dem
    #playdemo e2m1.dem
    #playdemo e2m2.dem
    #playdemo e2m3.dem
    #playdemo e2m4.dem
    #playdemo e2m5.dem
    #playdemo e2m6.dem
    #playdemo e2m7.dem
    #playdemo e3m1.dem
    #playdemo e3m2.dem
    #playdemo e3m3.dem
    #playdemo e3m4.dem
    #playdemo e3m5.dem
    #playdemo e3m6.dem
    #playdemo e3m7.dem
    #playdemo e4m1.dem
    #playdemo e4m2.dem
    #playdemo e4m3.dem
    playdemo e4m4.dem
    #playdemo e4m5.dem
    #playdemo e4m6.dem
    #playdemo e4m7.dem
    #playdemo e4m8.dem

  • #2
    (continued)

    Id1\config.cfg
    Code:
    bind "TAB" "+showscores"
    bind "ENTER" "+jump"
    bind "ESCAPE" "togglemenu"
    bind "SPACE" "+jump"
    bind "+" "sizeup"
    bind "," "+moveleft"
    bind "-" "sizedown"
    bind "." "+moveright"
    bind "/" "impulse 10"
    bind "0" "impulse 9"
    bind "1" "impulse 1"
    bind "2" "impulse 2"
    bind "3" "impulse 3"
    bind "4" "impulse 4"
    bind "5" "impulse 5"
    bind "6" "impulse 6"
    bind "7" "impulse 7"
    bind "8" "impulse 8"
    bind "=" "sizeup"
    bind "\" "+mlook"
    bind "`" "toggleconsole"
    bind "a" "+moveleft"
    bind "c" "noclip"
    bind "d" "+moveright"
    bind "e" "+moveup"
    bind "f" "snap180"
    bind "g" "god"
    bind "h" "+hook"
    bind "m" "r_fullbright 0"
    bind "n" "r_fullbright 1"
    bind "q" "+movedown"
    bind "s" "+back"
    bind "t" "notarget"
    bind "w" "+forward"
    bind "z" "+lookdown"
    bind "~" "toggleconsole"
    bind "UPARROW" "+fastforward"
    bind "DOWNARROW" "+fastback"
    bind "LEFTARROW" "+left"
    bind "RIGHTARROW" "+right"
    bind "ALT" "+longjump"
    bind "CTRL" "+attack"
    bind "SHIFT" "+speed"
    bind "F1" "help"
    bind "F2" "menu_save"
    bind "F3" "menu_load"
    bind "F4" "menu_options"
    bind "F5" "menu_multiplayer"
    bind "F6" "echo Quicksaving...; wait; save quick"
    bind "F9" "echo Quickloading...; wait; load quick"
    bind "F10" "quit"
    bind "F11" "zoom_in"
    bind "F12" "screenshot"
    bind "INS" "+klook"
    bind "DEL" "fov 100"
    bind "PGDN" "fov 10"
    bind "PGUP" "fov 200"
    bind "HOME" "fov 125"
    bind "END" "fov 25"
    bind "MOUSE1" "+attack"
    bind "MOUSE2" "+forward"
    bind "MOUSE3" "+mlook"
    bind "MWHEELUP" "mouseweapon"
    bind "MWHEELDOWN" "rmouseweapon"
    bind "PAUSE" "pause"
    _cl_color "0"
    _cl_name "Killer"
    _snd_mixahead "0.1"
    _windowed_mouse "0"
    bgm_extmusic "1"
    bgmvolume "0.100000"
    cl_backspeed "400"
    cl_forwardspeed "160"
    cl_maxpitch "100"
    cl_minpitch "-100"
    crosshair "2"
    external_ents "1"
    gamma "0.5"
    gl_farclip "16384"
    gl_flashblend "0"
    gl_fullbrights "1"
    gl_overbright "1"
    gl_overbright_models "1"
    gl_subdivide_size "128"
    gl_texture_anisotropy "1"
    gl_texturemode "GL_LINEAR_MIPMAP_LINEAR"
    gl_triplebuffer "1"
    gl_zfix "1"
    host_maxfps "120"
    lookspring "0.000000"
    lookstrafe "0.000000"
    m_forward "1"
    m_pitch "0.022000"
    m_side "0.8"
    m_yaw "0.022"
    max_edicts "2048"
    r_clearcolor "2"
    r_dynamic "1"
    r_novis "1"
    r_particles "1"
    r_quadparticles "1"
    r_shadows "1"
    r_wateralpha ".40"
    saved1 "0"
    saved2 "0"
    saved3 "0"
    saved4 "0"
    savedgamecfg "0"
    scr_conalpha "0.5"
    scr_conscale "1.8"
    scr_conspeed "500"
    scr_conwidth "0"
    scr_crosshairscale "1"
    scr_menuscale "1.8"
    scr_sbaralpha "0.4"
    scr_sbarscale "1.4"
    scr_scale "1.8"
    sensitivity "6"
    sv_altnoclip "1"
    sys_throttle "0"
    vid_bpp "32"
    vid_fullscreen "0"
    vid_height "1000"
    vid_vsync "0"
    vid_width "1776"
    viewsize "100"
    volume "0.100000"
    vid_restart
    +mlook

    Comment


    • #3
      There is probably going to be someone that will respond to this and prove me wrong.
      But as far as Im concerned, "config.cfg" is for game controls and "autoexec.cfg" is more in game variables and controls that you want to be default. IE: if you change something in game, that you only really want for that one game, then the variable gets set but when you restart quake, if said variable is in autoexec, autoexec will reset config.cfg variable to default defined in autoexec.
      Rambo[RuM]
      I support:
      Quakeone.com ..... of Course!
      Qrack - Thank You r00k
      Yayo Industries - Thank you frenzy
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      Comment


      • #4
        yes exactly like rambo said.

        config is for controls and standard configuration, autoexec is for console and game variables that you want to be set to a specific value by default


        included are my autoexec and config files from my ID1 folder so you can see the difference very clearly
        there are completely different things in both files as you can see
        Attached Files
        .
        are you curious about what all there is out there in terms of HD content for quake?
        > then make sure to check out my 'definitive' HD replacement content thread! <
        everything that is out there for quake and both mission-packs, compiled into one massive thread

        Comment


        • #5
          Not really.

          autoexec.cfg is always executed and never modified by the engine.
          config.cfg is getting modified by the engine.
          key binds and variables the engine has set as "write to config" will be written into the config.cfg regardless from where they were loaded.

          Consider the config.cfg a file you should never touch nor care about.

          If you want to set things, put them into the autoexec.cfg
          Quake 1 Singleplayer Maps and Mods

          Comment


          • #6
            for all intents and purposes

            config.cfg configures your engines "default" setup and autoexec.cfg overwrites or adds to them on a per game basis without actually modifying the config.cfg.

            Consider the config.cfg a file you should never touch nor care about.
            Hunh? Yeah maybe if you never want to play a mod that isn't specifically quakey. what do you do when the game comes with an autoexec? Overwrite yours? Don't include it? That's silly. Config your engine (base game) with config.cfg and leave autoexec for the developer. If you're using autoexec as your default config, how does the developer break out of your box?
            Last edited by MadGypsy; 07-16-2012, 06:58 AM.
            http://www.nextgenquake.com

            Comment


            • #7
              this had way more effort than needed heh.
              Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

              Comment


              • #8
                Originally posted by splitterface View Post
                config is for controls and standard configuration, autoexec is for console and game variables that you want to be set to a specific value by default
                Originally posted by MadGypsy View Post
                config.cfg configures your engines "default" setup and autoexec.cfg overwrites or adds to them on a per game basis without actually modifying the config.cfg.
                Originally posted by Spirit View Post
                key binds and variables the engine has set as "write to config" will be written into the config.cfg regardless from where they were loaded.
                What I understood from you messages and my tests is that some variable initializations are not supposed to be in autoexec.cfg; they can only be in config.cfg.

                Code:
                crosshair			2		// <1|0>	toggles display of crosshair
                showturtle			1		// <1|0>	turtle never displayed if zero
                showram				1		// <1|0>	low ram never displayed if zero
                host_maxfps			48		//		Maximum frame rate
                showpause			1		// <1|0>	pause box not displayed if zero
                bgmvolume			0.1		// <0.0-1.0>	sets background music volume
                bgm_extmusic			1		//		??
                gamma				0.5		//		sets gamma correction level (screen brightness)
                sensitivity			6		//		sets mouse sensitivity
                volume				0.1		//		sets sound fx music volume
                lookspring			0		// <1|0>	centers view after jump
                lookstrafe			0		// <1|0>	centers view after strafe
                noexit				0		// <1|0>	if one then no one can exit the level
                skill				1		//		sets skill level (0 == easy, 1 == normal, 2 == hard, 3 == nightmare)
                deathmatch			0		// <1|0>	if one, deathmatch mode; if two, old deathmatch mode
                coop				1		// <1|0>	if one, cooperative mode
                pausable			1		// <1|0>	if zero, game cannot be paused
                fraglimit			25		//		when fraglimit is reached in deathmatch, game ends with end screen
                #hostname			"127.0.0.1"	//		name of the server
                [COLOR="#FF8899"]maxplayers			20		//		maximum number of players allowed on server[/COLOR]
                registered			1		// <1|0>	if registered == 1 then "trigger_registered" triggers function.
                [COLOR="#FF8899"]#name				"hkb"		//		name of the player (client)
                listen				1		// <1|0>	if 1, listens for clients wanting to join the game
                joystick			1		// <1|0>	zero means no joystick support
                joybuttons			10		//		number of buttons on joystick
                external_ents			1		//		??
                max_edicts			2048		//		??
                viewsize			100		//		Size of the visible window.  Default 100.[/COLOR]
                My aim was to create a configuration file which would contain all of configuration variables in it. But that doesn't look to be possible after all. In my case, when I had removed these red colored lines my problem was solved. Even escaping them with "#" doesn't work, the only way is completely removing them from the autoexec.cfg file.

                So,which entries are allowed to stay in autoexac.cfg, and which ones create problem when put in? Is there a complete list or documentation?

                By the way, I'm using QuakeSpasm 0.85.7 engine.

                Comment


                • #9
                  You guys are making this fn harder than it needs to be.


                  Config.cfg comes pre allocated with shit in it. You can edit it, rip shit out,and stick shit in.

                  I recommed you only EDIT the damn thing, simply because that will make your life easier.

                  If you want variables being set at startup then stick all of them in autoexec.cfg, this is what mine looks like...

                  fov 125
                  cl_bob 0
                  gl_polyblend 0
                  r_novis 1
                  r_wateralpha .3
                  r_dynamic 0
                  show_fps 1
                  cl_maxfps 1001
                  r_drawviewmodel 1
                  autostats
                  cl_upspeed 500
                  v_kick 0
                  if you can adjust the variable via the console, it can be placed into autoexec.cfg

                  I think you should toss the idea of having "One config to rule them all" .... config.cfg already does 99.999999999%? of that. Quake is more fun playing it than poking at its innards anyway IMO.
                  Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

                  Comment


                  • #10
                    Quake is more fun playing it than poking at its innards anyway IMO.
                    I can see what you're saying, but I humbly disagree. I just spent 3 days poking around in all kinds of innards. Build menus, source code, etc etc etc. Granted not all of this was for the native Quake game, some of it was for Quake related applications (like radiant) and other tools, but I found it very interesting/rewarding. So much so, that I almost have a COMPLETE portable quake mod pipeline with more bells and whistles than a clown. Coding, modeling, texturing, "shading", mapping and quite a bit more, all in a drop and go package. All 100% working, open source and distributable. Not to mention that the entire pipeline is only 170mb, I may be able to get it even smaller while adding more (figure that one out)

                    Digging around in innards is fun. Now I just need to spend a month writing the book on how to use it all, build my website and *Voila*...excellence!
                    http://www.nextgenquake.com

                    Comment


                    • #11
                      Originally posted by MadGypsy View Post
                      I can see what you're saying, but I humbly disagree. I just spent 3 days poking around in all kinds of innards. Build menus, source code, etc etc etc. Granted not all of this was for the native Quake game, some of it was for Quake related applications (like radiant) and other tools, but I found it very interesting/rewarding. So much so, that I almost have a COMPLETE portable quake mod pipeline with more bells and whistles than a clown. Coding, modeling, texturing, "shading", mapping and quite a bit more, all in a drop and go package. All 100% working, open source and distributable. Not to mention that the entire pipeline is only 170mb, I may be able to get it even smaller while adding more (figure that one out)

                      Digging around in innards is fun. Now I just need to spend a month writing the book on how to use it all, build my website and *Voila*...excellence!
                      Take note that when I say "poking at its innards" , I am including the very realistic ordeal of Action equates Reaction.

                      You know what happens when the average gamer such as myself,or possibly even hkBattousai goes elbows deep into modifing cfg files? Quake breaks. Weighing the two options of

                      breaking and fixing quake vs playing quake, I'll take the latter alllll day long

                      I'm just glad most engines use their own config files or seperated folders like ProQuake,Qrack, and DirectQ,
                      Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

                      Comment


                      • #12
                        You wanna break some Quake? Go get the darkplaces source and decide that you can awesomely modify in C(whatever) when you actually aren't awesome at all. lol!

                        *"you" = me
                        http://www.nextgenquake.com

                        Comment


                        • #13
                          OK, I started to understand the difference somewhat.
                          If a variable is initialized in config.cfg, I will modify it there; I won't create a copy of initialization in autoexec.cfg.
                          If a variable isn't initialized in either of the files, I will initialize it in autoexec.cfg.
                          Am I correct? Are there any corrections you want to make up to here?

                          What about new key bindings and alias declarations?
                          For an example, I want to add the following modifications and features:
                          Code:
                          alias +fastforward "sv_maxspeed 5000; cl_forwardspeed 5000; +forward"
                          alias +fastback    "sv_maxspeed 5000; cl_backspeed    5000; +back"
                          alias -fastforward "-forward; sv_maxspeed 320; cl_forwardspeed 320"
                          alias -fastback    "-back;    sv_maxspeed 320; cl_backspeed    320"
                          alias +longjump    "+fastforward; wait; +jump; wait; -jump; wait; -fastforward"
                          
                          bind "UPARROW"     "+fastforward"
                          bind "DOWNARROW"   "+fastback"
                          bind "ALT"	   "+longjump"
                          
                          bind c noclip
                          bind t notarget
                          bind g god
                          Which file do I add it in?

                          Comment


                          • #14
                            @hkBattousai
                            to your config.cfg

                            if you'd enter them in your console while in quake you'd notice they'd also automatically get added to the config.cfg after you have used them in console
                            .
                            are you curious about what all there is out there in terms of HD content for quake?
                            > then make sure to check out my 'definitive' HD replacement content thread! <
                            everything that is out there for quake and both mission-packs, compiled into one massive thread

                            Comment


                            • #15
                              Originally posted by Spirit View Post
                              Not really.

                              autoexec.cfg is always executed and never modified by the engine.
                              config.cfg is getting modified by the engine.
                              key binds and variables the engine has set as "write to config" will be written into the config.cfg regardless from where they were loaded.

                              Consider the config.cfg a file you should never touch nor care about.

                              If you want to set things, put them into the autoexec.cfg
                              Best answer by Spirit IMHO
                              What you need to understand is that autoexec.cfg is run AFTER config.cfg
                              So anything you put in autoexec will stomp the config.cfg for better or worse.
                              Knowing that ,you should put your control and view settings and alias macros in autoexec.cfg so they are not overwritten by the engine.
                              Last edited by bluntz; 07-16-2012, 03:40 PM.
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