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ezQuake

Graphic Options

(this topic was ported quickly from old documentation and needs updated)
Fakeshaft

The Lightning Gun fires 10 shots per second with 30 damage points each (300 damage points per second) in QuakeWorld.

In original QuakeWorld the rendered beam position was also updated only 10 times per second, according to where the last damage hit went.

By enabling fakeshaft feature, the shaft beam will not stay on the same position for the whole 100 miliseconds. If you move your crosshair away from where the last shaft hit went, the shaft will try to come back to your current crosshair position by small steps, made by linear interpolation. If you use full fakeshaft, shaft beam will always point straight to the crosshair.

That means, by using this feature, you are less distracted by the old shaft beam position and you can concentrate to where you are actually aiming. However you will kind of lose the visual information of where the last server-side position of your lightning gun beam.

It is a matter of personal preference as to what the ‘best’ value to use is. However on anti-lagged servers, the old /cl_fakeshaft 0 setting may be misleading.

To track what fakeshaft options other players are using, type “f_fakeshaft” into game chat.

Turning off textures

The client allows a great deal of customisation when rendering the world

New particle system

The following variables use the new visually enhanced particles when set to 1 and use the old system when set to 0. All of them default to 0.

gl_part_explosions    used for explosions.
gl_part_trails        used for (rocket etc) trails.
gl_part_spikes        used for spikes (nailgun etc).
gl_part_gunshots      used for gunshot (etc) effects.
gl_part_blood         used for blood effects.
gl_part_telesplash    used for teleport splashes.
gl_part_blobs         used for blob explosions (EMP's).
gl_part_lavasplas     used for lava splashes (Spy Gren).
gl_part_inferno       used for pyro flames in TF.

The following variables control the behaviour of the new particle effects. They do not effect the old particle effects.

gl_bounceparticles    whether sparks rebound off walls. Bouncing particles look nicer, but may eat up CPU.
gl_clipparticles      setting this will limit the number of blended particles close to you (fps benefit)

The particle engine has evolved from the QMB particle engine. QMB was a quakenet (not quakeworld) quake engine developed by DrLabMan. (website no longer available)

FAQ