Quake
Darkplaces Gameplay Fixes
So I usually use Quakespasm however lately I wanted to play on Darkplaces (since its the rare source port without the missing rune glitch)
However there are so much issues with things like missing keys and whatnot.
Appearenty there are a set of gameplay fixes cvars but I can't find a good list or at least ones essential for playing the core game and expansions
Does anyone else know more on this or could point me in a direction for where I can?
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JLaw Mar 25, 2015 @ 7:29am 
Start with the Compatibility section here: http://steamcommunity.com/sharedfiles/filedetails/?id=120426294

If that doesn't do it, and you have a specific problem you need figured out, you could ask about it on the quakeone.com forums.
negke Mar 26, 2015 @ 1:58am 
You can view all available console commands (even with a description) inside the engine by using TAB to autocomplete or cycle through the list. The readme contains a list as well, although it seems fairly outdated.

Here is a list of the sv_gameplayfix cvars (note that in current versions of DP they're all disabled by default whereas in earlier versions many of them were enabled):

sv_gameplayfix_blowupfallenzombies is "0" ["0"] causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them sv_gameplayfix_consistentplayerprethink is "0" ["0"] improves fairness in multiplayer by running all PlayerPreThink functions (which fire weapons) before performing physics, then running all PlayerPostThink functions sv_gameplayfix_delayprojectiles is "0" ["0"] causes entities to not move on the same frame they are spawned, meaning that projectiles wait until the next frame to perform their first move, giving proper interpolation and rocket trails, but making weapons harder to use at low framerates sv_gameplayfix_downtracesupportsongroundflag is "0" ["0"] prevents very short moves from clearing onground (which may make the player stick to the floor at high netfps) sv_gameplayfix_droptofloorstartsolid is "0" ["0"] prevents items and monsters that start in a solid area from falling out of the level (makes droptofloor treat trace_startsolid as an acceptable outcome) sv_gameplayfix_droptofloorstartsolid_nudgetocorrect is "0" ["0"] tries to nudge stuck items and monsters out of walls before droptofloor is performed sv_gameplayfix_easierwaterjump is "0" ["0"] changes water jumping to make it easier to get out of water (exactly like in QuakeWorld) sv_gameplayfix_findradiusdistancetobox is "0" ["0"] causes findradius to check the distance to the corner of a box rather than the center of the box, makes findradius detect bmodels such as very large doors that would otherwise be unaffected by splash damage sv_gameplayfix_fixedcheckwatertransition is "0" ["0"] fix two very stupid bugs in SV_CheckWaterTransition when watertype is CONTENTS_EMPTY (the bugs causes waterlevel to be 1 on first frame, -1 on second frame - the fix makes it 0 on both frames) sv_gameplayfix_gravityunaffectedbyticrate is "0" ["0"] fix some ticrate issues in physics. sv_gameplayfix_grenadebouncedownslopes^7 is "0" ["0"] prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface sv_gameplayfix_multiplethinksperframe is "0" ["0"] allows entities to think more often than the server framerate, primarily useful for very high fire rate weapons sv_gameplayfix_noairborncorpse is "0" ["0"] causes entities (corpses, items, etc) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them sv_gameplayfix_noairborncorpse_allowsuspendeditems is "0" ["0"] causes entities sitting ontop of objects that are instantaneously remove to float in midair (special hack to allow a common level design trick for floating items) sv_gameplayfix_nogravityonground is "0" ["0"] turn off gravity when on ground (to get rid of sliding) sv_gameplayfix_nostepmoveonsteepslopes is "0" ["0"] crude fix which prevents MOVETYPE_STEP (not swimming or flying) to move on slopes whose angle is bigger than 45 degree sv_gameplayfix_nudgeoutofsolid is "0" ["0"] attempts to fix physics errors (where an object ended up in solid for some reason) sv_gameplayfix_nudgeoutofsolid_separation is "0.03125" ["0.03125"] keep objects this distance apart to prevent collision issues on seams sv_gameplayfix_q1bsptracelinereportstexture is "0" ["0"] enables mods to get accurate trace_texture results on q1bsp by using a surface-hitting traceline implementation rather than the standard solidbsp method, q3bsp always reports texture accurately sv_gameplayfix_q2airaccelerate is "0" ["0"] Quake2-style air acceleration sv_gameplayfix_setmodelrealbox is "0" ["0"] fixes a bug in Quake that made setmodel always set the entity box to ('-16 -16 -16', '16 16 16') rather than properly checking the model box, breaks some poorly coded mods sv_gameplayfix_slidemoveprojectiles is "0" ["0"] allows MOVETYPE_FLY/FLYMISSILE/TOSS/BOUNCE/BOUNCEMISSILE entities to finish their move in a frame even if they hit something, fixes 'gravity accumulation' bug for grenades on steep slopes sv_gameplayfix_stepdown is "0" ["0"] attempts to step down stairs, not just up them (prevents the familiar thud..thud..thud.. when running down stairs and slopes) sv_gameplayfix_stepmultipletimes is "0" ["0"] applies step-up onto a ledge more than once in a single frame, when running quickly up stairs sv_gameplayfix_swiminbmodels is "0" ["0"] causes pointcontents (used to determine if you are in a liquid) to check bmodel entities as well as the world model, so you can swim around in (possibly moving) water bmodel entities sv_gameplayfix_unstickentities is "1" ["1"] hack to check if entities are crossing world collision hull and try to move them to the right position sv_gameplayfix_unstickplayers is "1" ["1"] big hack to try and fix the rare case of MOVETYPE_WALK entities getting stuck in the world clipping hull. sv_gameplayfix_upwardvelocityclearsongroundflag is "0" ["0"] prevents monsters, items, and most other objects from being stuck to the floor when pushed around by damage, and other situations in mods
Velcrosasquatch Mar 26, 2015 @ 3:28am 
Thanks to both of you
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Date Posted: Mar 25, 2015 @ 5:34am
Posts: 3