Quake: Files, terminology etc.

Using .cfg files

If you use a .cfg file copy it to the ID1 directory and rename it as autoexec.cfg: it will then be run automatically when you load Quake.

This is preferable to using config.cfg, as it keeps "your" settings separate from those decided by the Quake program itself (i.e. they won't get overwritten).


User-defined maps

The registered version of Quake allows you to add extra maps (to create these maps you'd need a map builder, but that's another story).

For example, there's a map file called TEST1.BSP which is a copy of the first level from the "Quake Deathmatch Test". This won't be much use to owners of registered Quake (since it already appears as the first of the Deathmatch levels) but it does illustrate the method to be used:

N.B. THIS WILL NOT WORK WITH SHAREWARE v1.0 ONWARDS!
If you've got shareware v0.91 or v0.92, the TEST1.BSP map mentioned above will work, but other user-defined maps almost certainly won't work.

Frags and Telefrags

In a multiplayer (Deathmatch or Team Deathmatch) game, if you kill an opposing player you are awarded a frag. The frag scores for each player are displayed: (a) at the end of the level, (b) whenever you are killed, or (c) by pressing the TAB key during play.

Should you commit suicide (e.g. by falling into some lava, or by standing too close to one of your own grenades), a frag is deducted from your score.

If you go through a slipgate and materialise on top of someone else, you will kill them. This is known as telefragging: it is a good idea to get well clear of a slipgate pad if you want to avoid this fate. One exception to this rule is if you happen to have the Pentagram of Protection then you cannot be telefragged (the other guy gets telefragged instead).

One final point: If the server has the NOEXIT parameter set, no-one is allowed to exit the level. Players trying to jump through the exit will find they have committed suicide instead. You Have Been Warned.


Hints on constructing aliases

Aliases are a powerful way of assisting your gameplay: the file techinfo.txt contains an example of an alias which will fire a rocket then switch back to the double-barrelled shotgun, and another which allows you to set multiplayer parameters by pressing a single key. There are plenty more aliases for you to try out in the Playing Hints section of this document.

However, the system is not infinitely flexible. In particular, you should avoid redefining the same alias(es) or they will eventually stop working (or, to put it another way, the game will eventually crash).

For example, should you want to define a key that toggles between two actions, you might decide to do it like this:

The trouble is, the above aliases will give you grief after a number of uses, because you keep redefining the aliases. A much better idea is to define the aliases once, then switch between them by using the bind command instead. For example: Well, you get the general idea.

More about aliases

You may have noticed that the multi-command aliases in the previous example all had an extra semicolon before the closing quotes. That semicolon ensures that the last command does actually get executed (under certain circumstances the last command of a sequence will not execute until you do something else: adding a semicolon means that a null command now appears at the end of the sequence).

A related trick can be used at the beginning of a key binding. As the documentation makes clear, if the first command of a multi-command key binding is one of the "+" commands (e.g. +mlook, +moveleft), the corresponding "-" command is executed when you release the key. So, a binding such as:

will switch on mouse look and start you running when you press the S key, but when you let go of the S key, mouse look will be switched off. To have them both switched on permanently, add an extra semicolon at the start: Note also that there is a bug in some versions of Quake: the key bindings stored in config.cfg (in the ID1 subdirectory) get an extra space added to the end of the command every time you run Quake. So, after you've run the program 20 times, there will be 20 extra spaces tacked onto the end of every key binding. If this causes trouble, just edit config.cfg to remove the excess trailing spaces (you only ever need ONE trailing space, if any). This bug was fixed in version 1.05 of Quake.
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