pq_timer (0/1) enable/disable timer in status bar
pq_teamscores (0/1) enable/disable teamscores in status bar (*)
pq_scoreboard_pings (0/1) enable/disable client ping times in scoreboard
pq_lag (0-400) set the amount of synthetic lag in ms
pq_drawfps (0/1) enable/disable frames per second display
pq_maxfps (default 72) set the maximum frames per second
ping +N equivalent to "pq_lag N", e.g. ping +80
pq_spam_rate (default 1.5) used to detect spamming
pq_spam_grace (default 10) temporary grace before spammer is silenced
pq_haverl %r string for "I have RL"
pq_needrl %r string for "I need RL"
pq_needrox %r string for "I need rockets"
pq_quad %p string for quad
pq_pent %p string for pent
pq_ring %p string for ring
pq_weapons %w string for weapons
pq_noweapons %w string for no weapons
pq_moveup (0/1) translate +jump to +moveup underwater
pq_waterblend (0.0 - 1.0) control underwater colour change
pq_quadblend (0.0 - 1.0) control quad colour change
pq_pentblend (0.0 - 1.0) control pent colour change
pq_ringblend (0.0 - 1.0) control ring colour change
pq_suitblend (0.0 - 1.0) control suit colour change
pq_fullpitch (0/1) enable/disable aiming straight up & down
pq_timestamp (0/1/2) timestamp other players' binds during match
pq_confilter (0/1) filter out "you got" messages
pq_dequake (0/1) plain text output in dedicated server console
net_connecttimeout (default 10) set the timeout value for new connections
pq_password 7-digit password for password-protected servers (default 0)
rcon_password rcon password string
rcon_server rcon server IP address or DNS name
gl_doubleeyes (0/1) make the glpro eyes model a bit bigger
pq_cheatfree (0/1) controls weather or not server is cheat-free
pq_tempmute (0/1) enable/disable muting after colour/name change
pq_removecr (0/1) enable/disable removal of '\r' from console
r_polyblend (0/1) wqpro equivalent of gl_polyblend

(*) This feature is only available when connected to CRMod++ 6.X servers



Precise aim when connected to ProQuake server

Quake transmits your aiming direction over the network as two angles in spherical coordinates. Each of these angles is sent as a byte, that is, as an integer between 0 and 255. This quantization means a loss of accuracy of more than one degree - you may have noticed that on some long rocket launcher shots, the rocket doesn't quite go where you aimed it (almost, but not quite).

When a ProQuake client connects to a ProQuake server, the angles are sent as integers between 0 and 65535, giving you 256 times the accuracy that you have in standard quake, and enough resolution to pick up a one pixel difference in your aiming direction.

Auto-smooth for chasecam/eyecam observer modes

Finally, the holy grail of observer modes!! Anyone familiar with chasecam observer modes knows how bad they are.. the viewing angle seems to jitter all over the place. This problem can be partially fixed using "cl_nolerp 1", but this causes a 20fps choppiness effect. ProQuake autodetects these observer modes and fixes this problem, giving you a perfectly smooth, demo-style viewing experience.

Longer mm1/mm2 messages

In standard Quake you can only type 31 characters in messagemode 1 or 2. In ProQuake you can type 44 characters in messagemode 1 and 42 in messagemode 2 (these are the maximum lengths that guarantee the message won't get cut off by standard quake servers).

'(say):' replaces 'say:' for mm2

When typing in messagemode 2, ProQuake displays '(say):' instead of 'say:' at the left side of the screen. This allows you to verify the messagemode and avoid sending messagemode 1 messages by mistake.

Fixed console backscrolling

Anyone who has tried to retrieve information from their console is familiar with the problem that every time someone says something, the console pops back down to the end. This is fixed in ProQuake; you can backscroll to your heart's content.

Fixed HOME and END in console

The boys at Id Software wrote code for HOME and END to take you to the start and end (respectively) of the console buffer. But they forgot to set the flags on these keys which tell the console to pay attention to them! This has been fixed.

Larger console buffer

The size of the console buffer has been increased from 16384 bytes to 65536 bytes, making it more likely that you will find what you are looking for when you backscroll.

Teamscores displayed in status bar

When you connect to a Clanring CRMod++ version 6.0 server running in match mode, team scores will be displayed in your status bar instead of individual scores. This feature does not work with earlier versions of CRMod. You can enable/disable this feature using the new console variable 'pq_teamscores'.

Timer displayed in status bar

The timer that you see when you press TAB (or whatever you have +showscores bound to) now appears by default in the top right of your status bar. In match mode on clanring servers, the timer will show the time remaining in a match. When you connect to a Clanring CRMod++ version 6.0 server, the match timer will also show a countdown to match starts, will display "SD" for sudden death overtime, and will activate as soon as you connect to the server. For older versions of CRMod only the time remaining will be displayed, and the feature may take a minute to kick in if you join a server with a match in progress. You can enable/disable this feature using the new console variable 'pq_timer'.

Pings displayed in scoreboard

ProQuake will display player ping times in the scoreboard to the left of frags. When you connect to a Clanring CRMod++ version 6.0 server, the ping times are updated every second. For all other servers the ping times are updated every five seconds. You can enable/disable this feature using the new console variable 'pq_scoreboard_pings'.

Sound volume reset to DosQuake levels

A little known fact of Quake is that you can hear more in DosQuake than you can in WinQuake. Sounds travel roughly 50% further in DosQuake, giving DosQuake users a big advantage (the smart ones, anyways). ProQuake returns the sounds to their original DosQuake levels, so that everyone is once again on equal footing.

Synthetic lag

ProQuake allows you to introduce synthetic lag which, despite the term "synthetic", is real, honest to god lag, and not a ping cheat. "synthetic" just means that the lag is introduced by the software as opposed to the network. Synthetic lag is useful for: To raise your ping, type "ping +N" in the console, where N is the desired ping increase measured in milliseconds. Alternately, you can set the console variable pq_lag to the desired value. To remove the synthetic lag type "ping +0" or "pq_lag 0". ProQuake cannot be used to reduce lag ;p

Added r_waterwarp to GLPro

Thanks go to Radix for this one.

The console variable r_waterwarp has been added to GLPro, and allows you to turn off the underwater warping effect (by setting it to 0).

Crosshair adjustment

Thanks go to the boys at Id Software for this one.

The quake source was released with two new console variables, 'cl_crossx' and 'cl_crossy', that allow you to fine-tune the position of your crosshair. The released source had this feature working for WinQuake; support for GLPro has been added as well.

Frames per second display

When pq_drawfps is set to 1 (default is 0), a number will appear in the top right hand corner of the screen showing the number of frames per second you are getting. This value is updated once every second, allowing you to constantly monitor your graphics card's performance.

Support for status, time, location and weapon binds

You can now use formatting strings to include extra information in your teamplay binds. The following formatting strings are supported in both say and say_team (works for messagemode and messagemode2 also):

%h - health
%a - armour
%t - current time
%l - location
%d - location that you died at
%r - rocket launcher status
%x - rockets
%c - cells
%p - powerups
%w - weapons

%l uses a .loc file which must have the same name as the current map and must exist in the id1/locs subdirectory (you need to create this subdirectory). Proquake comes with dm3.loc; please refer to this file for an explanation of the format.

New in version 2.00: The location logic has been improved to use the nearest rectangle if no exact match is found, eliminating the "I'm somewhere" messages.

%r is replaced with one of three strings depending on your current status. It is replaced with the string stored in pq_needrl if you don't have a rocket launcher. It is replaced with the string stored in pq_haverl if you have a rocket launcher and at least five rockets. It is replaced with the string stored in pq_needrox if you have a rocket launcher but less than five rockets. You can change these console variables in your config file the same way you change any other console variable. Their default values are as follows:
pq_haverl "I have RL"
pq_needrl "I need RL"
pq_needrox "I need rockets"

%p is replaced by a list of the powerups you have (quad, pent and/or ring) separated by commas. If you don't have any powerups, it prints nothing. The strings used for the powerups are stored in the console variable pq_quad, pq_pent and pq_ring whose default values are as follows:
pq_quad "quad"
pq_pent "pent"
pq_ring "eyes"

%w is replaced by a comma-separated list of the weapons you have, not including axe or shotgun. You can customize the output by changing the pq_weapons string, which contains the weapon names separated by commas. Default is "SSG:NG:SNG:GL:RL:LG". If there is a weapon you don't want included in your %w bind, don't put anything between the appropriate pair of commas, e.g.

pq_weapons "SSG::SNG:GL:RL:LG"

will prevent nailgun information from being displayed. If there are no weapons to display, the string stored in pq_noweapons is displayed instead; default is "no weapons".

CTRL+V pasting support for console/messagemode

When CTRL+V is pressed in the console or in messagemode, the contents of the windows clipboard will be pasted.

Translate +jump to +moveup underwater

When pq_moveup is set to 1, +jump will be translated to +moveup whenever you are underwater. This allows you to move up faster and without making noise.

Changed default zone size to 512

You can get rid of -zone 512 from your command line.. 512 is now the default size.

"Use Mouse" menu option for X11

For all those X11 users that like to play quake in a window... actually I think Chris Ruvolo is the only one. Thanks to Chris for adding this feature.

Control over palette change underwater/with powerup

You can now control the amount by which your screen colour changes when you are underwater or when you have a powerup using the following console variables:

pq_waterblend
pq_quadblend
pq_pentblend
pq_ringblend
pq_suitblend

Each of these should be a value between 0.0 and 1.0, where 1.0 is the default colour change and 0.0 is no colour change. This feature works both in WinQuake and GLQuake. It's similar to using the r_polyblend console variable, but it gives you a lot more control. For a good time, set pq_waterblend to -0.5 and jump in the pool.

Aim straight up or down

If pq_fullpitch is set to 1, you will be able to aim straight up and down. This feature is dangerously close to breaking my #1 rule of not changing gameplay, and if it was up to me I would not have implemented it. Unfortunately, it has already been added to QuakePro+, and providing a level playing field is more important than keeping gameplay the same. (.. up to a point, of course! I would never consider adding a cheat in order to "level the playing field". Real players don't need or want cheats, and cheaters will never know the feeling of developing true proficiency in Quake.)

Fortunately, for those who (like myself) wish that this feature had never been conceived of, it is possible to disable it on the server side.. see the server side feature list.

Timestamp other players' binds during match

With ProQuake 1.04, you could put the time in your binds so that your teammates would know, for example, exactly when quad was picked up. Great if you use ProQuake, not so great if your teammates don't. Now you can timestamp your teammates' messages that don't already include the time. pq_timestamp 1 timestamps messages with minutes and seconds; pq_timestamp 2 timestamps messages with seconds only.

Filter out "you got" messages from console

When you're scolling up in the console, it doesn't help to see "you got nails". Set pq_confilter to 1 to filter out these messages; they will still be temporarily displayed but will not appear in the console. All health/item pickup messages will be removed, as well as "not enough ammo" and "no weapon". Thanks to Tovi Grossman for suggesting this feature.

Autorepeat for Page Up, Page Down, TAB in console

Page Up, Page Down and TAB will now autorepeat in the console, making it easier to scroll up/down or cycle through commands.

Improved command completion

Cycling through commands using TAB now includes aliases. More importantly, now it works. It will cycle through all commands/aliases/console variables in alphabetical order, starting over at the beginning after it reaches the end.

Automatic ip logging / player identification

ProQuake maintains a database of player names/ip addresses. When you are connected to a server, the other players are added to the database every time you check scores. There are three ways to see the list of aliases associated with a player's ip address:

1) Use the "status" command to determine the player's number, e.g.

#3 iPimpU

then type identify <player number>, e.g.

identify 3

2) Use the first three fields of an ip address, e.g.

identify 198.168.1

3) Use a substring of the player's name, e.g.

identify beatnik

ProQuake un-funs the names before comparing them, so the above example will correctly find a player named [tog].b34tn1k.

Note that to save typing you can just type "i" and then hit TAB. Use the "ipdump" command to dump all database entries to the file "iplog.txt" in your game directory. In order to enable ip logging, you must use the command line option -iplog [size], where size is the maximum number of entries. You can omit size in which case it defaults to 65,536.

Every time you quit quake, the ip information is stored in the iplog.dat file which is in your game directory (/id1, unless you have specified a game directory with the -game command line parameter). To import another ip log and merge its contents with your own log, use the command

ipmerge <filename>

Filenames are relative to your quake directory, so for example you can put beatnik_iplog.dat in your quake directory and use the command

ipmerge beatnik_iplog.dat

If quake is having trouble finding the file, try specifying the full pathname, e.g.

ipmerge c:\games\quake\beatnik_iplog.dat

Thanks to Klas "Blaps" Nyblom for suggesting the ipmerge command.

At most 64 entries will be stored for a given IP address to prevent a single player from filling your log by changing their name repeatedly.

Record demos after connecting to server

Finally, you can start recording a demo after you've connected to the server! Just type

record (name)

as usual at any time to start recording.

Set the maximum frames per second

By default quake renders frames no faster than 72 frames per second. You can now raise this by changing pq_maxfps. Play around with it to find a value that works well for you; use pq_drawfps to see the framerate that you're actually getting. You probably want pq_maxfps to be a bit slower than your monitor refresh rate to avoid shearing effects.

Fast connections

When the client first connects to a server, it does a reverse DNS lookup on the server IP address. This serves no purpose, takes up to 20 seconds in some cases, and can prevent certain clients from connecting to certain servers altogether. The code has simply been commented out, resulting in MUCH faster connect times.

rcon - remote console protocol

The rcon command can be used to remotely administer a server. To use it, do the following: rcon <command>

The command will be executed from the server console. If rcon_server is not set, the command will be sent to the server you are connected to. For more information, see the description of rcon in the list of server-side features.

Fixed buffer overrun problem with NVidia 5.16 drivers

GLQuake would crash with some video drivers (e.g. NVidia 5.16) because the list of extensions was too long and causing a buffer to overflow. This has been fixed.

Put [] around your score in the scoreboard

Your frag count in the scoreboard now has brackets around it.

Fixed test/test2 commands

Error messages have been added to the test/test2 commands to avoid silent failures. Additionally, an infinite-loop bug in test2 has been fixed.

Gamma correction for glpro

glpro now supports gamma correction using the command-line argument

-gamma <value>

You must supply this value on the command line; it cannot be changed once glpro has started. Note that this really is gamma correction; unlike virtually every other mod, I haven't just added a hack that brightens the screen and screws up the colours and called it "gamma correction". The value supplied should be between 0 and 1; lower is brighter.

Gamma correction for wqpro screenshots

The WinQuake source would use the standard palette (not the gamma corrected palette) for screenshots. This has been fixed.

Remove '\r' from console output

The carriage return ('\r') character can be used in player names and binds to mess up your console. This character is now filtered out by the ProQuake client. If you don't want it to be filtered out, set pq_removecr to 0.

Recognizes ip_address:port notation

You no longer have to use the port command every time you wish to connect to a server or use the test/test2 commands. You can just type connect ip:port, e.g.

connect elohim.ai.mit.edu:27000

If you omit the port number, then the current port will be used.

Fullbright shaft in glpro

The lightning gun bolt model in glquake was subject to environmental lighting, even though the winquake model was not. This has been fixed - the shaft now looks the same in both programs.

r_polyblend in wqpro (same as gl_polyblend in glpro)

Set r_polyblend to 0 to completely eliminate colour changes due to damage, item pickups and powerups.

Support for more graphics modes in glpro

Users of some newer graphics cards were running into the limit of 30 video modes supported by glquake. This number has been increased to 64.

Extended mouse support

ProQuake now supports both mouse wheels and four button mice. I don't have a lot of mice to test with, so if it works with your mouse then great, but if not I can't help you. Try to find someone else who got it working and find out what they did right.

QuakePro+ "bestweapon" command

Use this command to select your best weapon for which you have ammo. "Best" is defined by supplying a list of weapon numbers, where AXE = 1 and LG = 8. ProQuake will select the first weapon in the list that you have and that you have ammo for. For example:

bestweapon 7 8 6 3 5 4 2 1

will switch to your best loaded weapon, where "best" means RL, LG, GL, SSG, SNG, NG, SG, AXE in that order.

Connect to 3.40 servers through routers/NAT/IP Masquerading

NetQuake is notorious for its inability to connect through a wide range of routers/NAT/IP Masquerading schemes. I finally sat down and fixed this.. no more connecting through FAQproxy chains or manually editing the port numbers in ip_mask_quake.c on your linux gateway.



Allows multiple connections from a single IP address

At long last, ProQuake fixes the single biggest mistake that Id Software made when they released what was otherwise the best network game ever created. Specifically, they made the assumption that if a duplicate IP address tries to connect to a server, then both IP addresses are the same person. The server therefore assumes that the person got disconnected somehow, and kicks their "ghost" from the server. This severe error in judgement gave rise to Qkick, a linux program that can kick any player off of any server by sending spoofed packets to the server (the packets would look like a connect request from that player's IP). ProQuake has corrected this, and allows a single IP to connect to the server arbitrarily many times. In addition to foiling Qkick, this also allows multiple clients sitting behind a linux box running IP masquerading to connect to the same server.

Precise aim for ProQuake clients

See the list of client side features for an explanation of precise aim.

( ) in mm2

unixded has the nice feature that when a player says something in messagemode 2, their name appears in parentheses so that you can tell what messagemode they are using, and whether or not everyone on the server can see the message. This feature has been added to ProQuake.

Named console logs with auto-increment

Quake allows you to create a console log using the -condebug command line option. Unfortunately, you can't specify the name of the log; it is always qconsole.log in the game directory. So, for example, if you run multiple servers on the same machine, you can only create a console log for one of them.

ProQuake allows you to name your console logs using the command line option -condebug logname. ".log" is automatically appended to the end of the filename, so for example -condebug port26000 will create the log file port26000.log. Filenames cannot begin with '-' or '+'. You can also have the filename auto-increment by including %d in the filename; %d will be replaced with the smallest positive integer that can be used without overwriting the previous logs. So, for example, if you run a server with -condebug mylog%d in the command line, then successive server restarts will create the log files mylog1.log, mylog2.lgo, mylog3.log, etc. If -condebug is used without specifying a filename, then the default filename qconsole.log will be used.

Timestamps in console logs

A timestamp (day, date, time, year) is written to the console log file when it is created and every time a new level is started in order to help you determine when something in the log actually happened.

Disabled tell

The 'tell' command can be used to cheat in a match, as it allows an observer to pass information directly to a player in the game about his opponents' whereabouts. It has therefore been disabled in ProQuake.

Muted console variables

By default, server variables such as timelimit and fraglimit are echoed to all players' consoles every time they change. ProQuake allows the QuakeC code to disable this feature to reduce the amount of unnecessary crud that players see.

Added -ip command line parameter to linux binary

You can specify your ip address in sqpro with -ip This is useful if your linux box has multiple IP addresses or if its hostname is not set up correctly (which will cause unixded to core dump).

Fixed disable-server security hole

It's hard to believe that such a serious security flaw went undetected for so long. It was only in October 2000, around five years after quake was released, that someone stumbled on a way to stop servers from accepting new connections. This security hole has been closed.

Spam protection

Spam protection is controlled using the console variables pq_spam_rate and pq_spam_grace. pq_spam_rate is the maximum number of messages per second (mm1 or mm2) that a player is allowed. If at any time this average is exceeded by more than pq_spam_grace, the player's messages are silenced. By default, pq_spam_rate is 1 and pq_spam_grace is 10.

Changed default zone size to 512

You can get rid of -zone 512 from your command line.. 512 is now the default size.

Automatic ip logging / player identification

See documentation for client-side features.. it works the same way from the server console.

qflood protection

Fake clients generated by qflood are automatically disconnected after 10 seconds. This time can be changed using the net_connecttimeout console variable. If someone is unable to connect to your server with qflood protection enabled, chances are they are using an older client that has connection time problems (see client side features). Get them to switch to the latest version of ProQuake. If they can't or won't, and you want to accomodate them, raise net_connecttimeout to 30 which will give them longer to connect (and will also make a qflood attack last longer).

Plain text console output

Setting pq_dequake to 1 causes all dedicated console output to be "dequaked", for example all names will appear as plain text.

Server-side fullpitch correction

Players will only be allowed to aim straight up and down if pq_fullpitch is 1. Otherwise, their aiming angle will be restricted as usual.

** Cheat protection **

Adding +pq_cheatfree 1 to the start of the command line will cause ProQuake to run in cheat-protection mode. Only genuine ProQuake 3.20 (or above) clients with unmodified maps and models will be allowed to connect. Refer to the manual on how to correctly set up a cheat-free server.

Password-protected servers

If you wish to password-protect your server, set the pq_password console variable to a 7-digit password. Clients must set their own pq_password console variable to the correct password before connecting to the server. If pq_password is 0 (default), the server is not password-protected.

rcon - remote console protocol

To set up a server for remote administration, simply set the rcon_password console variable to an arbitrary string that *does not* contain spaces or special characters (e.g. " or '). The server can then be administered using the rcon command as described in the list of client-side features (this works from a server console also). Setting rcon_password to "" disables remote administration.

For those wishing to create a standalone rcon program, the protocol is as follows:

client->server:

MSG_WriteByte(0x05); MSG_WriteString(rcon_password); MSG_WriteString(command);

server->client:

MSG_WriteByte(0x86); MSG_WriteString(reply);

Players can't say/say_team immediately after changing name/colour

Players can make a nuisance of themselves by quickly changing their name or colour, saying something, then changing back. This can, in fact, be used to cheat in team games. ProQuake now prevents this. To disable this feature, set pq_tempmute to 0.

Fixed win2k compatibility problem

Many servers running under win2k/XP would stop listening for new connections if no-one connected for five minutes or so. This has been fixed.

QSmack support for cheat-free servers

Since the qsmack client isn't a cheat-free ProQuake client, a cheat-free server would ordinarily not allow it to connect. To fix this, add

-qsmack <ipaddress>

to the command line, where <ipaddress> is the IP address of the QSmack bot that you want to allow to connect to the server.

Remove '\n' and '\r' from player names

The carriage return and line feed characters in names generally makes life bad. They are now automatically removed.

Fixed incoming message buffer overflow (q1crash)

An old program (circa 1997) was brought to my attention that can crash any quake server by causing a buffer to overflow. This has been fixed.

Optionally log player binds to log file

By default, player binds will appear in the server console by they will not be saved to the log file. If you wish to save them, set pq_logbinds to 1.


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