diff --git a/docs/basics.xml b/docs/basics.xml index 823832fe..7456e950 100644 --- a/docs/basics.xml +++ b/docs/basics.xml @@ -203,7 +203,7 @@ Choosing a weapon

- + Weapon Selection To select a primary weapon, press B to show the weapon menu (you can also find this menu inside of the settings menu).
This menu will give you the option to pick any of the four primary weapons (Assault rifle, Sniper @@ -224,7 +224,7 @@

You can find out more about the weapons here.

- + Minimap

Orientation

diff --git a/docs/cubeengine.xml b/docs/cubeengine.xml index a77a2727..09eb72a1 100644 --- a/docs/cubeengine.xml +++ b/docs/cubeengine.xml @@ -1,7 +1,6 @@ - + - The AssaultCube/Cube Engine diff --git a/docs/getstarted.xml b/docs/getstarted.xml index 8b95c529..de46d4ca 100644 --- a/docs/getstarted.xml +++ b/docs/getstarted.xml @@ -13,22 +13,24 @@ System requirements

- If you've played Cube and Cube + If you've played Cube and Cube can run fine, then AssaultCube should too.

Minimum specifications -

- Plus, any capable operating system. Capable systems include: + + Plus, any capable operating system. Capable systems include: +

+
- + Vista Microsoft Windows Vista, XP or 2000 @@ -37,17 +39,17 @@
- + Older Windowses Microsoft Windows 98 or ME
- You may find that you need to rename the file DbgHelp_RemoveThisPartIfOnWin98.DLL + You may find that you need to rename the file DbgHelp_RemoveThisPartIfOnWin98.DLL in your bin_win32 folder to DbgHelp.DLL for AssaultCube to work on these platforms.
- + Linux Linux
@@ -59,7 +61,7 @@
- + Apple Mac OS X @@ -67,36 +69,36 @@
- + Other OSes Other operating systems
- If you can run the neccesary libraries/drivers and are able to compile the source by yourself, you + If you can run the neccesary libraries/drivers and are able to compile the source by yourself, you may be able to port AssaultCube onto other platforms. Please note: they may not be officially supported.
- -

Low end machines

+ +

Low end machines

- Please note that the hardware specifications shown above are the bare minimums, so you may need a lot of adjustment to get AssaultCube to run. + Please note that the hardware specifications shown above are the bare minimums, so you may need a lot of adjustment to get AssaultCube to run. We recommend that you run AssaultCube on better hardware than this. If you have troubles with AssaultCube, make sure that the drivers for your graphics card are up-to-date.

Recommended GFX settings for low/medium end machines: -

+

Installing AssaultCube

- + Vista Windows
@@ -105,7 +107,7 @@
- + Linux Linux
@@ -115,7 +117,7 @@
- + Apple Mac OS X
@@ -124,7 +126,7 @@
- + Other OSes Other operating systems
@@ -134,17 +136,19 @@

- More help for installing AssaultCube on different Operating Systems can be found on the wiki - here. + + More help for installing AssaultCube on different Operating Systems can be found on the wiki + here. +

- +

Running AssaultCube

- + Vista Windows
@@ -153,7 +157,7 @@
- + Linux Linux
@@ -162,7 +166,7 @@
- + Apple Mac OS X
@@ -170,25 +174,33 @@
- +

Special notes

- Users of Windows Vista:
- Make sure you have full permissions to the AssaultCube folder so that your files - (such as configs, screenshots and maps) may write there. To do this right-click the AssaultCube folder and then - click properties. Click the security tab. Find your user name in the list under Groups or user - names and click on it. Press edit and check the Full control box. You will need to press OK on the UAC also. + + Users of Windows Vista: +
+ Make sure you have full permissions to the AssaultCube folder so that your files + (such as configs, screenshots and maps) may write there. To do this right-click the AssaultCube folder and then + click properties. Click the security tab. Find your user name in the list under + Groups or user + names + and click on it. Press edit and check the Full control box. You will need to press OK on the UAC also.

- Users of Linux:
- Note: Files that AssaultCube writes during the game (such as screenshots, configs and + + Users of Linux: +
+ Note: Files that AssaultCube writes during the game (such as screenshots, configs and maps) get saved in the hidden .assaultcube folder in your users home directory.

- Sound problems:
+ + Sound problems: +
Please refer to the sounds document on the wiki here.

- +

Display settings

@@ -201,11 +213,11 @@

If you are having technical problems and need to change settings in a way that doesn't start the game - to do it, you can modify the batch/shell script by adding parameters into it. How to edit the batch/shell and the - different parameters can be found in command-line arguments. You can also add + to do it, you can modify the batch/shell script by adding parameters into it. How to edit the batch/shell and the + different parameters can be found in command-line arguments. You can also add commands to config/autoexec.cfg so they automatically execute on startup.

- +

Note: Thanks to Harps for explaining the permissions of Windows Vista and KanslozeClown for explaining the process for using AC on Mac OS X.

diff --git a/docs/introduction.xml b/docs/introduction.xml index 1a6a908c..3f21fd2f 100644 --- a/docs/introduction.xml +++ b/docs/introduction.xml @@ -1,7 +1,6 @@ - Introduction diff --git a/docs/maneuvers.xml b/docs/maneuvers.xml index 0ac253fc..99426d35 100644 --- a/docs/maneuvers.xml +++ b/docs/maneuvers.xml @@ -3,19 +3,31 @@ - Special maneuvers + + Special maneuvers +

Special maneuvers

This page contains some special maneuvers that can be done in AssaultCube to further your fragging abilities, including: -

+

Strafe running

Strafe running is a technique that allows you to run about 40% further/faster when you move. It occurs because the game adds the speed @@ -26,12 +38,12 @@

Rifle jump

- Rifle Jumping allows you to be able to jump higher. You can use this move - to jump onto things you just couldn't normally jump upon. Rifle jumping can even be used for surprising an enemy by popping + Rifle Jumping allows you to be able to jump higher. You can use this move + to jump onto things you just couldn't normally jump upon. Rifle jumping can even be used for surprising an enemy by popping up where they don't expect you to be!

- Rifle jumping uses the recoil of the weapon you are using to push you up into the air. The assault rifle is the best weapon to + Rifle jumping uses the recoil of the weapon you are using to push you up into the air. The assault rifle is the best weapon to rifle jump with, because it has the greatest amount of recoil, where the other weapons have far less and won't yeild the same results as the assault rifle can.

@@ -45,24 +57,24 @@

However, it can be dangerous because: -

+

When using Rifle Sprint, make sure you aren't accidentally shooting at your allies. Rifle sprint uses the same concept as rifle jump, since it is using the recoil from your weapon to propel you backwards.

How to rifle sprint: You MUST use the assault rifle (as this move is ineffective with any other weapon). - You will need to shoot in a straight angle (i.e. at walls) but in the opposite direction of where you want to go - (your back should face the direction of where you want to go). Then, walk backwards and jump continuously as you fire your weapon. + You will need to shoot in a straight angle (i.e. at walls) but in the opposite direction of where you want to go + (your back should face the direction of where you want to go). Then, walk backwards and jump continuously as you fire your weapon.

- Tip: If you are using rifle sprint to get away from an enemy quickly, you might be able to aim your weapon at the enemy as you rifle sprint + Tip: If you are using rifle sprint to get away from an enemy quickly, you might be able to aim your weapon at the enemy as you rifle sprint and frag them as you sprint to safety.

Stalling grenades

@@ -70,16 +82,17 @@ Grenades are timed and whenever you throw one, you must wait 3 seconds for them to blow up, which makes it hard to be accurate with them.

- However, if you stall a grenade, you can be more accurate with them. To do this, select your grenades as the weapon you are using, then + However, if you stall a grenade, you can be more accurate with them. To do this, select your grenades as the weapon you are using, then press AND hold the fire button. Hold it for nearly 3 seconds, then let go of the fire button to throw the grenade. If you throw it too quickly, the grenade will still have to wait before exploding. If you don't throw it quick enough the grenade will blow YOU up, resulting in suicide.

-

Disadvantages of stalling grenades: -

+

+ Disadvantages of stalling grenades:

+

Grenade jumping

Grenade jumping is simple, but deadly, so be careful. Because of its deadlyness, its not a very useful move. @@ -91,11 +104,12 @@ Firstly, throw a grenade at the ground and make sure you are close to it. Just before the grenade explodes (grenades have a 3 second timer) jump away from the grenade. You should be able to use the impact from the blast to jump quite high, if it doesn't kill you.

-

Disadvantages of grenade jumping: +

+ Disadvantages of grenade jumping: +

-

\ No newline at end of file diff --git a/docs/mapediting2.xml b/docs/mapediting2.xml index ff39f97c..97be7cf2 100644 --- a/docs/mapediting2.xml +++ b/docs/mapediting2.xml @@ -99,27 +99,27 @@

There are six different ways to manipulate geometry: -

+

Solids and spaces

The reason we are covering solids and spaces, before moving cubes, is because solids block visibility and do not need to be rendered, so they @@ -163,8 +163,9 @@

Heightfields

- You can use heightfields to manipulate the corners of cubes and create slopes/arches. Heightfields are somewhat restrictive, so there are a - few things to know about before creating a heightfield: + You can use heightfields to manipulate the corners of cubes and create slopes/arches. Heightfields are somewhat restrictive, so there are a + few things to know about before creating a heightfield: +

  1. On a single cube, only the floor OR the ceiling can be a heightfield. A single cube can't have both. @@ -186,6 +187,7 @@ texture you wanted.
+

To create a heightfield, select a cube and press "H" or "I". "H" allows the heightfield to occur on the floor and "I" allows the heightfield to occur on the ceiling. You can hold down Q and scroll to manipulate each corner that the red dot on the cube selector is, or you can use 8 or 9 diff --git a/docs/mapediting3.xml b/docs/mapediting3.xml index 89a2956e..c3aa7580 100644 --- a/docs/mapediting3.xml +++ b/docs/mapediting3.xml @@ -3,135 +3,149 @@ - Map editing: Entities + + Map editing: Entities +

Entities

- Entities are shown as blue sparkly dots when in edit mode. + Entities are shown as blue sparkly dots when in edit mode. They are used for adding non-geometery/texture items, such as: -

+ +

- Each of these entities will be explained soon. All entities are added by the /newent command (or through the editing menu). - When adding entities, they are always added to the red dot on the corner of the cube that you selected and at the height of + Each of these entities will be explained soon. All entities are added by the /newent command (or through the editing menu). + When adding entities, they are always added to the red dot on the corner of the cube that you selected and at the height of which you are currently hovering (note: the physical entity created will always drop down to the ground).

Some useful commands to use with entities: -

+ +

Lighting

- When lighting up a map, make sure to allow for contrast, as contrast is what makes a map look atmostpheric. - Things that are naturally bright, should become naturally bright (for example: outside areas, lights, lamps, etc). + When lighting up a map, make sure to allow for contrast, as contrast is what makes a map look atmostpheric. + Things that are naturally bright, should become naturally bright (for example: outside areas, lights, lamps, etc). Places that are naturally dark, should be a bit dim (for example: A room with no windows or lights).

Tips: -

+

- Lights can be added typing "/newent light" and then a number between 1 and 32 to define the size of the light (the radius) + Lights can be added typing "/newent light" and then a number between 1 and 32 to define the size of the light (the radius) and then a number between 1 and 255 to define the brightness.

- Coloured lighting can be added typing "/newent light" and then a number between 1 and 32 to define the size of the light - (the radius) and then a number between 1 and 255 to define the amount of red light and then a number between 1 and 255 to define + Coloured lighting can be added typing "/newent light" and then a number between 1 and 32 to define the size of the light + (the radius) and then a number between 1 and 255 to define the amount of red light and then a number between 1 and 255 to define the amount of green light and then a number between 1 and 255 to define the amount of blue light.

-

- Note: The radius and all 3 colour values must be defined for a coloured light to be created correctly. You can't omit - a value as it will not create the light correctly. If you don't want any colour from a specific value, +

+ Note: The radius and all 3 colour values must be defined for a coloured light to be created correctly. You can't omit + a value as it will not create the light correctly. If you don't want any colour from a specific value, simply use the value "1" as a place holder.

- There is also a new handy menu that you can use to create lights by pressing L or accessing it through the editing menu. + There is also a new handy menu that you can use to create lights by pressing L or accessing it through the editing menu.

- Tip: If you accidentally light a map too brightly (for example, you didn't reset your gamma levels before editing), - instead of deleting lights and starting again, you could utilize the /scalelights command. + Tip: If you accidentally light a map too brightly (for example, you didn't reset your gamma levels before editing), + instead of deleting lights and starting again, you could utilize the + /scalelights + command.

Item pickups

- Pickups must be placed strategically through maps and do take some time to position correctly. Powerful pickups should be - few and not be too close to each other (unless there is a good risk involved) and pickups should be well spread and not be - too high in number. Try to keep powerful pickups away from the spawn area so players are encouraged to leave their bases. + Pickups must be placed strategically through maps and do take some time to position correctly. Powerful pickups should be + few and not be too close to each other (unless there is a good risk involved) and pickups should be well spread and not be + too high in number. Try to keep powerful pickups away from the spawn area so players are encouraged to leave their bases. Strategy is key! A good idea to keep in mind when mapping is "what would I need here to help me pwn?"

To place pickups, use the pickups menu inside the editing menu, otherwise type one of the below... -

+

+ +

If needed, you can apply height to the model by adding a figure after the command indicating the vertical position of the pickup. This - figure is allowed to be a negative number if needed (for example: if you use a pickup on a heightfield and want the pickup to appear + figure is allowed to be a negative number if needed (for example: if you use a pickup on a heightfield and want the pickup to appear at the correct height) to move it downwards instead of upwards.

@@ -140,39 +154,39 @@ In AssaultCube, there are three types of spawn points: RVSF spawn points, CLA spawn points and FFA spawn points (free-for-all).

- As a general rule, you should place as many spawn points as possible in a spawn area so that players aren't spawning from the - same point too often. However, don't over-do it. Make sure that spawn points are not too close to each other. + As a general rule, you should place as many spawn points as possible in a spawn area so that players aren't spawning from the + same point too often. However, don't over-do it. Make sure that spawn points are not too close to each other.

- Also make sure that spawns are not too close to any walls and mapmodels so players don't get stuck inside them. Take care when + Also make sure that spawns are not too close to any walls and mapmodels so players don't get stuck inside them. Take care when placing spawn points to make sure you face the direction you would like the player to face when they spawn, so that they spawn looking in that direction, rather than facing a wall!

- RVSF and CLA spawn points should be placed in their respective bases. FFA spawns should be placed all over the map in + RVSF and CLA spawn points should be placed in their respective bases. FFA spawns should be placed all over the map in various places (FFA spawns are for non-team type games, such as Deathmatch or One-shot, one-kill).

- If spawn points are not created, players will just spawn in the middle of the map, all next to each other, + If spawn points are not created, players will just spawn in the middle of the map, all next to each other, so please remember to add spawn points.

You can add spawn points through the editing menu, or you can type: -

+

Mapmodels

- AssaultCube is packaged with many mapmodels to begin with, so there's a large choice available. You can add your own custom models if + AssaultCube is packaged with many mapmodels to begin with, so there's a large choice available. You can add your own custom models if you want through config files. When adding mapmodels to your map, use them sparingly, as mapmodels slow down gamespeed and too many in one place just looks plain ugly.

@@ -181,9 +195,9 @@ Alternatively, you can use the very handy mapmodel menu inside the editing menu.

- Replace X with the mapmodels number (you can find this out by opening - /config/default_map_settings.cfg - The mapmodels number is written in a comment to - the right of the mapmodel). + Replace X with the mapmodels number (you can find this out by opening + /config/default_map_settings.cfg - The mapmodels number is written in a comment to + the right of the mapmodel).

Replace Y with the height you would like the mapmodel to appear above the cube that it is placed upon. @@ -193,49 +207,49 @@ Using this is unreccomended as it's better to use the models default texture.

- Note: Some mapmodels in the mapmodels menu do not appear instantly. Instead, they bring up the text needed to place that mapmodel, - giving you a chance to define a height for that mapmodel. + Note: Some mapmodels in the mapmodels menu do not appear instantly. Instead, they bring up the text needed to place that mapmodel, + giving you a chance to define a height for that mapmodel.

Mapmodel platforms

Due to the AssaultCube engines limitations... you can't use geometry to create a second level. - But, you can use a mapmodel platform or bridge. Look in the editing menu under "Platforms/Clips". Apply some height to these + But, you can use a mapmodel platform or bridge. Look in the editing menu under "Platforms/Clips". Apply some height to these to create a second floor.

Clips

- Clips is an invisible mapmodel that can be used to block players from accessing areas that they shouldn't be able to access - (for example: over a fence). It's also known as the "nothing" mapmodel. The default size for the blocking force created by the nothing + Clips is an invisible mapmodel that can be used to block players from accessing areas that they shouldn't be able to access + (for example: over a fence). It's also known as the "nothing" mapmodel. The default size for the blocking force created by the nothing mapmodel is 4 cubes in width, 4 in length and 2 in height.
You can use the clips model through the editing menu under "Platforms/Clips".

The size of the "nothing" mapmodel can be changed through config files.

- +

CTF flags

If you want to enable CTF mode on your map, place a CTF flag in each respective base using the menus or by typing: -

+

Ladders

- Ladders are comprised of TWO peices. One part is the ladder mapmodel which gives the ladder an apperance. + Ladders are comprised of TWO peices. One part is the ladder mapmodel which gives the ladder an apperance. The other part is the "entity" which is an invisible force that let's you climb the mapmodel like a ladder.

To place the mapmodel

- Choose the appropriate place for the model, then, pick the appropriate sized mapmodel from the + Choose the appropriate place for the model, then, pick the appropriate sized mapmodel from the Editing > Mapmodels > Ladders/stairs menu. To place the model with the correct orientation, turn 90 degrees to the left before placing it.
- There is a single ladder rung model that you can use to make different sized ladders if needed + There is a single ladder rung model that you can use to make different sized ladders if needed (by applying height to the model, see mapmodels).

To place the entity

diff --git a/docs/mapediting5.xml b/docs/mapediting5.xml index 3bacbd15..c3c16234 100644 --- a/docs/mapediting5.xml +++ b/docs/mapediting5.xml @@ -13,8 +13,9 @@ Issuing the newmap command ensures that your map uses the default map settings, rather than using the existing configuration for that map (if it did use the existing configuration, upon 2nd load, the map will become messed up).

-

- Map config files will ONLY be needed if you want to utilize any of the below: +

+ Map config files will ONLY be needed if you want to utilize any of the below: +

+

The first step to using any of the above in your map is copying the /config/default_map_settings.cfg file into your /packages/maps folder @@ -128,9 +130,10 @@ Replace "model-folder" with the name of the folder that the mapmodel is in (for example, if the file is in /packages/models/mapmodels/tree, you would put "tree" there).|

-

- Mapmodels use an invisible force to make them feel solid (i.e. you colide against them, rather than falling through - them). This invisible force is called a "clip". +

+ Mapmodels use an invisible force to make them feel solid (i.e. you colide against them, rather than falling through + them). This invisible force is called a "clip". +

-

+

Note: The mapmodel number is defined by where the mapmodel is placed inside the mapmodel list, i.e. the 21st mapmodel command will be the 21st mapmodel @@ -159,7 +162,7 @@ (if you define both to be 0, then it won't be clipped)

-

Custom "nothing" clips

+

Custom "nothing" clips

Nothing clips can be used to block off areas that you don't want to be accessed by players, see this link for more details. To create a customised @@ -169,10 +172,11 @@

Custom skymaps

-

- All skymaps should be placed in their own individual folder inside - packages/textures/skymaps/.
- Six pieces make up a skymap and should be named as below (replace "foobar" with the name of the skymap): +

+ All skymaps should be placed in their own individual folder inside + packages/textures/skymaps/.
+ Six pieces make up a skymap and should be named as below (replace "foobar" with the name of the skymap): +

+

Look for the part of the config with the commands "loadsky". Delete or "comment out" the current skymap commands there so they don't conflict with your skymap. Then, on a single line, use this format to add your skymap: loadsky "textures/skymaps/foobars-skymaps/foobar1" (where it says "foobars-skymaps", replace that with your folders name, where it diff --git a/docs/performanceguide.xml b/docs/performanceguide.xml index 13e97314..a3245297 100644 --- a/docs/performanceguide.xml +++ b/docs/performanceguide.xml @@ -9,210 +9,216 @@

Performance guide

-

- Getting the best performance possible from your hardware while running AssaultCube, without sacrificing - too much quality is important to most players. A lot of newer hardware will run AssaultCube very well, - with no changes neccesary, but some older hardware may need some optimisation to get a good result. - This guide details some ways on how to do this.
- Note: Although many settings can be changed in-game, for ease of explanation and understanding, this guide only - details the way to change the settings through configuration files outside of the game. -

-

- -

- Graphics drivers -

-

- The best way to get the best performance out of any 3D application is using the latest and correct drivers, with the - correct settings. AssaultCube is no exception to this rule. If you have any problems running AssaultCube, always check - your drivers first! -

-

- To download and install the latest and correct drivers, follow these steps... -

    -
  1. - Find out the correct name/make/model of your video card. -
  2. -
  3. - Go to the driver/support section of your video card manufacturers website (e.g. - nVidia, ATi, - Intel, - Matrox, etc) - and download the latest and correct drivers for your model and operating system. -
  4. -
  5. - Install and configure the drivers as per the instructions given to you by the manufacturer (make sure previous - versions of the drivers are uninstalled). -
  6. -
-

-

- Some operating systems and graphics cards have other special drivers and methods that you can explore for your drivers. - Microsoft Windows users may benefit from Omega Drivers, - some nVidia Microsoft Windows users can try using nTune. - Linux users might like EnvyNG. -

-

- Warning: If you're using a laptop, you may need to consult your laptop manufacturer for drivers, as laptop graphic - drivers are heavily customised. -

-

- Note: None of these links or drivers are endorsed, maintained or supported by the AssaultCube team.
- Use these links at your own risk. We highly advise it to be best searching the forums and support pages for - your operating system supplier or graphics card manufacturer if you are having problems with 3D graphics rendering. -

- - +

+ Getting the best performance possible from your hardware while running AssaultCube, without sacrificing + too much quality is important to most players. A lot of newer hardware will run AssaultCube very well, + with no changes neccesary, but some older hardware may need some optimisation to get a good result. + This guide details some ways on how to do this.
+ Note: Although many settings can be changed in-game, for ease of explanation and understanding, this guide only + details the way to change the settings through configuration files outside of the game. +

+ + +

+ Graphics drivers +

+

+ The best way to get the best performance out of any 3D application is using the latest and correct drivers, with the + correct settings. AssaultCube is no exception to this rule. If you have any problems running AssaultCube, always check + your drivers first! +

+

+ To download and install the latest and correct drivers, follow these steps... +

+
    +
  1. + Find out the correct name/make/model of your video card. +
  2. +
  3. + Go to the driver/support section of your video card manufacturers website (e.g. + nVidia, ATi, + Intel, + Matrox, etc) + and download the latest and correct drivers for your model and operating system. +
  4. +
  5. + Install and configure the drivers as per the instructions given to you by the manufacturer (make sure previous + versions of the drivers are uninstalled). +
  6. +
+

+ Some operating systems and graphics cards have other special drivers and methods that you can explore for your drivers. + Microsoft Windows users may benefit from Omega Drivers, + some nVidia Microsoft Windows users can try using nTune. + Linux users might like EnvyNG. +

+

+ Warning: If you're using a laptop, you may need to consult your laptop manufacturer for drivers, as laptop graphic + drivers are heavily customised. +

+

+ Note: None of these links or drivers are endorsed, maintained or supported by the AssaultCube team.
+ Use these links at your own risk. We highly advise it to be best searching the forums and support pages for + your operating system supplier or graphics card manufacturer if you are having problems with 3D graphics rendering. +

+ +

General graphics

-

- Note: Where applicable, if there is a way to change the setting through the AssaultCube client, it has been - mentioned (note: in most situations, the drivers need to be enabled in such a way for AssaultCube to be able to change - these settings) but because graphics settings differ from card to card, there may be options mentioned which are - unavailable on your card and many options can't be changed through AssaultCube. - For these situations, please consult your graphics card manufacturer to find out how to do this. There are also many - options for video card performance and eye-candy which are not covered due to the vast amount of them, in that case - we suggest you check with your video card manufacturer for what else you can do to improve performance as this - guide only covers some of the more common ones. -

-

- Resolution -

-

- Your resolution in-game determines the amount of detail on the screen. The higher the resolution you use, the more the - graphics card has to work. If you are having problems with low frame rates, lag or stuttering, then lowering the - resolution will yield the biggest result.
- Note: LCD panels typically work best at their native resolution rather than a bigger/smaller one. -

-

- To change the resolution of your screen, add these parameters to your AssaultCube launcher:
- -hX - Replace X with your new resolution height.
- -wY - Replace Y with your new resolution width. -

-

- (Instructions on editing the AssaultCube launcher can be found here). -

-

- Refresh rate -

-

- Making your refresh rate happen at a higher level can generally help increase FPS. Ways to do this differ depending on - your system and setup (consult online documentation for your operating system to find out how). -

-

- Colour quality -

-

- In most systems, you are able to change the colour quality which may boost your performance. Normally you have a - range of 16/24/32 bit. The ways to change this differ depending on OS, consult your OS manual. -

-

- V-sync (AKA: Vertical refresh) -

-

- Vsync is a method of synchronising the frame rate of games to the refresh rate of the monitor. Turning on Vsync prevents a - graphic phenomenon called "tearing" from occurring. Screen tearing can occur when the frame rate being output from the - video card is higher than the refresh rate of the monitor and can make the screen look torn into sections and moved - with the high speed motion of the game. Turning this off can help increase performance for many players, but if you - experience tearing, it may be best to turn it back on. -

-

- To turn Vsync off, add this line to autoexec.cfg.
- vsync 0
- (vsync 1 enables vsync). -

-

- Triple buffering -

-

- If you use V-sync, enabling this can help improve overall performance in OpenGL games such as AssaultCube. However, if you - don't have enough video RAM, this may cause lag and problems. -

-

- Anti-aliasing -

-

- Anti-aliasing is a process that attempts to smooth out the jaggedness of diagonal lines in a 3D game environment. - To turn anti-aliasing off, add this line to autoexec.cfg.
- fsaa 0
- (fsaa 1 enables anti-aliasing). -

-

- Temporal antialiasing -

-

- Some graphics cards support "temporal antialiasing". It's basically a driver trick that gives the effect of a - antialiasing, but with less work needed by the graphics card. Try it out, as it is a faster method of - antialiasing, but if you don't like it, or it's still too slow, don't use it. -

-

- Adaptive Anti-Aliasing -

-

- This is an antialiasing technique which improves the appearance of transparent textures. The performance impact - should not be significant over normal antialiasing, but if you don't like it, or it's still too slow, don't use it. -

-

- Catalyst A.I (ATi only) -

-

- If this is enabled, it allows ATi graphics cards to make graphics "shortcuts", normally with no noticable reduction - in image quality. It is best to enable this to give yourself better performance. -

-

- Mipmap Detail Level -

-

- This helps determine how good textures generally look, when combined with AssaultCube's own texture settings. - Changing this can help gain/loose some performance by making the textures appear duller or sharper. -

-

- Anisotropic filtering -

-

- Anisotropic Filtering helps make textures (the 2D images covering the surface of all 3D objects) at a distance - appear clearer. Setting this lower may help improve performance. -

-

- Useful links -

- - - -

- AssaultCube Graphics -

- + AssaultCube Graphics + +

Sounds

- -

- Mouse -

+ +

+ Mouse +

- The mouse input is delayed when trying to rapidly fire in linux -

-

- This is a common problem on Linux and is not specific to AssaultCube. - Edit your xorg.conf and set the value of Emulate3Buttons to off. -

-

- Aiming is difficult -

-

- If you're using Microsoft Windows, deactivate mouse acceleration.
- If you're using a cheap optical mouse, you may find at quick movements it may stop moving. -

-

- Jitters and choppy images after upgrading to Microsoft Windows SP3 -

-

- After upgrading to SP3, mice with overclocked USB ports get their polling rates stuck at 125hz. This can be fixed: -

-

- Download the mouserate checker. - Then download the new USB port overclocker. - Unrar them both. Go to the driver folder and then install executing "setup". -

-

- Then, open the USB port overclocker. Tick 'Filter On Device'. Choose the polling rate you want. Keep "Mouses only" ticked - to save yourself from confusion. Make sure you've clicked/highlighted your mouse. Install service. Then restart. -

-

- Then check your hertz with the mouserate checker. If it doesn't read out that its been altered you'll probably have - to restart. Also if you change what port you plug your mouse into you'll have to repeat the process. -

- + The mouse input is delayed when trying to rapidly fire in linux + +

+ This is a common problem on Linux and is not specific to AssaultCube. + Edit your xorg.conf and set the value of Emulate3Buttons to off. +

+

+ Aiming is difficult +

+

+ If you're using Microsoft Windows, deactivate mouse acceleration.
+ If you're using a cheap optical mouse, you may find at quick movements it may stop moving. +

+

+ Jitters and choppy images after upgrading to Microsoft Windows SP3 +

+

+ After upgrading to SP3, mice with overclocked USB ports get their polling rates stuck at 125hz. This can be fixed: +

+

+ Download the mouserate checker. + Then download the new USB port overclocker. + Unrar them both. Go to the driver folder and then install executing "setup". +

+

+ Then, open the USB port overclocker. Tick 'Filter On Device'. Choose the polling rate you want. Keep "Mouses only" ticked + to save yourself from confusion. Make sure you've clicked/highlighted your mouse. Install service. Then restart. +

+

+ Then check your hertz with the mouserate checker. If it doesn't read out that its been altered you'll probably have + to restart. Also if you change what port you plug your mouse into you'll have to repeat the process. +

+

General

-

- Physical ways to increase your computers performance for AssaultCube are: Upgrading RAM, CPU power, Graphics cards, +

+ Physical ways to increase your computers performance for AssaultCube are: Upgrading RAM, CPU power, Graphics cards, use a more powerful power supply, overclocking, use PCI express instead of AGP, etc, etc.
- If you wish to upgrade your systems hardware, please seek advice elsewhere. There are plenty of resources available online! -

-

- When running AssaultCube, it would be wise to turn off any un-needed applications, especially those that suck down CPU - performance and graphics rendering. For example: Turn off compiz, music players, windows defender, etc. Also try turning - down the graphics settings used by your operating system for everyday tasks. -

-

- Turning off power saving features (for example: on laptops) may help improve performance. -

-

- If using Microsoft Windows, defragmenting your hard drive may speed up loading, as the data will be arranged on your - hard drive in a way that will make it easier to find and read by your OS. Also, ensuring that viruses and spyware are - absent from your machine will ensure they aren't taking up any extra resources. -

+ If you wish to upgrade your systems hardware, please seek advice elsewhere. There are plenty of resources available online! +

+

+ When running AssaultCube, it would be wise to turn off any un-needed applications, especially those that suck down CPU + performance and graphics rendering. For example: Turn off compiz, music players, windows defender, etc. Also try turning + down the graphics settings used by your operating system for everyday tasks. +

+

+ Turning off power saving features (for example: on laptops) may help improve performance. +

+

+ If using Microsoft Windows, defragmenting your hard drive may speed up loading, as the data will be arranged on your + hard drive in a way that will make it easier to find and read by your OS. Also, ensuring that viruses and spyware are + absent from your machine will ensure they aren't taking up any extra resources. +