Qwiki



  1. Monica Randall Qwiki
  2. Qwikit
  3. Quickie Wheelchairs
  4. Qwiki App
  5. Wikipedia
  6. Qwiki.com

This guide helps you to set up your QuakeWorld client for widescreen monitors.

By default all the QW clients have been configured for the usage of 4:3 monitor and this means that objects (players, models, world) will look 'fat' or 'wide' when playing with 16:10 monitor for example. Usually most of the other games are somewhat different in the way that they usually need only one change to be made and that's FOV. However this does not apply to QW clients since world geometry is adjusted by conwidth and conheight variables. There are two simple steps to get QW looking proper on 16:10 monitor. Follow these steps to configure your client properly:

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  • 3Aspect ratios for 5:4 and 16:9 monitors
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Changing aspect ratio

The ezQuake way

  • 'Wide aspect' option is available on the option menus.
  • You can also use 'vid_wideaspect 1' command


The zQuake way

Qwiki
  • If your widescreen monitor aspect ratio is 16:9, divide 16/9 and you get 1.77777 Put vid_screenaspect 1.777 into your config.cfg. This doesn't currently work for in window modes; pixel ratio = 1.0 is assumed. At the moment only zQuake supports vid_screenaspect.

The not so quick way (older ezQuakes, fuhquake and mqwcl)

  • For 16:10 monitor you need to change the default aspect ratio by editing vid_conwidth and vid_conheight.
  • By default vid_conwidth is 640 and vid_conheight is 480
  • Use the following formula to calculate new vid_conheight:
  • Now you have values for 16:10 aspect ratio
  • Use vid_conwidth 768 and vid_conheight 480

Important thing to be considered

  • If you want to keep the font size the same, vid_conwidth is the one that needs to be changed. Decreasing vid_conheight usually makes your font larger. What this means is: 4:3 640x480 -> 16:10 768x480.

Changing FOV to correspond the new aspect ratio

  • Changing aspect ratio only fixes your geometry. By doing it you will have correct/same width as with 4:3 resolution but you will lose information vertically.
  • To fix this, use the following formula to fix your FOV: FOV=2*atan((48/40)*tan(fov/2))
  • Let's say you have FOV 120


Resulting changes

  • vid_conwidth 768 (old value was 640)
  • vid_conheight 480 (old value was 480)
  • field of view 128.61 (old value was 120)

Aspect ratios for 5:4 and 16:9 monitors

5:4 monitors

  • For 5:4 monitor you also need to make changes
  • Resolution 1280*1024
  • vid_conwidth is 600 and vid_conheight is 480
  • FOV formula can be used, but it needs different multiplier for tangent:
  • Formula is FOV=2*atan((15/16)*tan(fov/2))
  • We are still using FOV 120


Monica Randall Qwiki

16:9 monitors

  • For 16:9 monitor you also need to make changes
  • Resolution 1920*1080
  • vid_conwidth is 853 and vid_conheight is 480
  • FOV formula can be used, but it needs different multiplier for tangent:
  • Formula is FOV=2*atan((48/36)*tan(fov/2))
  • We are still using FOV 120

Resolutions

  • You can use 'custom' resolutions for your ezQuake client. However the resolutions have to be supported by your gfxcard drivers or they will not work.
  • vid_customwidth 1680
  • vid_customheight 1050
  • vid_mode -1 (uses customwidth/height)
  • vid_restart

Final thoughts

Using these formulas geometry is corrected for different aspect ratios and we are trying to keep all the vertical information. For 16:10 monitors this means you get to see more horizontally but for 5:4 monitors this means you actually lose some information horizontally. If you don't change your FOV with corrected 5:4 aspect ratio, you will gain more vertical information.

See Also:TFT

This page contains a step-by-step method describing the mechanics of 'bunny hopping' in an effort to teach someone who does not know how to do it. Most of the techniques described here were invented before 1998, and no later than 2003!

There is also a video tutorial explaining these steps.

  • 2Method
  • 3Another method
  • 4Advanced bunny hopping

Description

The bunny hop is jumping, strafing, and turning that, when combined properly, allows the player to accelerate beyond the 320 pps cap imposed on just holding 'forward'.

Method

Simple movement

Qwiki
Your forward key, 320pps.

Qwikit

To see your progress, enable the speed counter. This is usually done with 'show_speed 1' in the console ('show speed' if you're using scr_newhud 1). Now press your forward movement key. You will see '320' on the speed counter, and this is your base forward speed (if you have auto run enabled, as you always should)

Zig Zag

This is the first element of acceleration you will learn on top of the 320 forward speed. To continue, you will need mouselook enabled (as you always should). Make sure your viewpoint moves around when you move your mouse around.

To execute zig zagging, first press your forward movement button. You are cruising along at the usual 320 pps. Now smoothly and slowly move your mouse left and right, and watch your speed counter. It should be going over 320! Congratulations, you just did a zig zag.

Advanced zigzagging

Alternating turn and strafe (both in the same direction at a time), 400+pps.

Zig zagging was discovered before bunny hopping by some of the QDQ team (before there was even a 'QDQ team') and that makes sense because zig zagging is the same as bunny hopping only without jumping.

The advanced (or complete) zigzag also includes strafing in the same direction as you are turning. As you are moving your mouse left and right, press your strafe key in the same direction. You will see that your speed is increasing even more.

Qwiki

Zig zagging is the base skill of bunny hopping and the better you are at zig zagging, the faster your acceleration will be, and the bigger gaps you will be able to clear with your initial bunny hop, which is also an important skill in bunny hopping.

Quickie Wheelchairs

To do an efficient zig zag, you should study how your speed counter changes when you move your mouse as you are walking forward. Notice how less effective the speed increase is when you shake your mouse left and right too fast. Likewise, it is less effective if the mouse is moved too slowly. The trick is in strafing in the same direction as turning, changing strafes in sync with changing turns, and turning (or 'curling') the mouse at just the right speed. Also note that the critical speed of rotation that yields the most acceleration is, subtly, inversely proportional to your speed, in other words, the faster you move the slower the critical rate of rotation.

The final step

Once you are comfortable with the strafe-and-turn zigzagging, all you need to add is jumps. The only trick here is to jump at the same point as you change the direction of your strafe-and-turn, *and*, once you start jumping, to let go of the forward button. To continue your first bunny hop into a sequence of bunny hops, let go of the jump key in midair, and then press it and hold it again. Avast free antivirus offline. When you land, you will jump again immediately. Then, repeat the release-and-hold-jump technique in midair.

Another method

Once you know the above method of zig zagging and bunny hopping, you can also divide your bunny hop skills in a different way, to practice them.

Standing start

Add continuous jumping to zigzagging and you have bunnyhopping, up to 500+pps on the first jump, and after that the sky is the limit!

The standing start bunny hop is a good exercise to realize the mechanics of bunnyhopping from a different direction than zig zagging. Start by standing still on the surface, do not press forward at any time. Now begin the strafe-and-turn technique described above in 'advanced zigzagging'. That is, strafe left and turn left at just the right speed, after a couple of moments of that strafe right and turn right at the same time, and at the same speed.

Alternate this for a while to get the hang of it. You will still be more or less in the same spot not going anywhere.

Now, start the hold-jump-release-and-hold-jump technique discussed in 'the final step' above. That is, press and hold jump, and before you land, release the jump key and then hold it down again, so that there is a continuous sequence of jumping. If you do this correctly, you will see that you are accelerating forward, without ever having pressed the forward key! This is the very essense of bunny hopping that you should practice.

Advanced bunny hopping

Sideways bunny hopping

Take your usual bunny hopping, but instead of let going of the forward key on the first jump, keep it pressed, and instead add an extra angle (about 45 degrees) on top of your turn. The effect is that you are never looking directly forward, but are still accelerating, and is this useful for setting up a shot on the fly while turning around a corner (for example GL->RA on DM6).

Circle strafing

Qwiki App

Same as sideways bunny but this time there is no turning at all, and if you turn, the extra angle on top of the turn has to be about twice as much (around 90 degrees). The effect is that you are looking in the same direction as the object around which you are jumping. This is useful to confuse opponents in circular fights, such as on the upper GL on DM6, or on Amphi, etc.

Backwards bunny hopping

This is fun. How to do it is an exercise left to the reader. (Do the same thing as regular bunny hopping, only everything is reversed..)

Backwards sideways bunny hopping

Wikipedia

This is fun also. A notable example is one variation of the backwards curl-jump to MH/RA on DM2.

Qwiki.com

Backwards circle strafing

I'm proud of independently 'inventing' this one.. :D

QuakeWorld terminology
Game stuff
Quad | Ring/Eyes | Pent
GA | YA | RA | Mega
Axe | SG/Boomstick | SSG | NG | SNG | GL | RL | LG/Shaft
Binds | Bunnyhop | CFG | Demo | Duel | FFA | Frag | Rocket Jump | GLRJ | rpickup | pickup
Slang
Cam | Flood | +forward | BG | CS | GG | HPW | LPB | MGT | MST | Kenya | Rapecloset | TB3 | Stomp | BO3 | BO5 | Div1 delay | kpickup