Quake III und Aureal 3D - Konsolenbefehle

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Locutus
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Quake III und Aureal 3D - Konsolenbefehle

Beitragvon Locutus » Sa 14. Jul 2018, 21:04

Hallo Leute,

ich teste momentan viel mit Quake III und meiner Vortex2-basierten Soundkarte (Aureal Vortex 2 SQ2500).

Hier habe ich mal zwecks Archivierung im Internet die A3D-relevanten Konsolenbefehle aus web.archive.org rausgesucht.
Die waren in der Form sonst nirgends mehr zu finden.

Code: Alles auswählen

Console Variables

To access the console, press the tilde "~" key in the game. Use any of the console variables below to change the audio options in the game, and to tweak the sound to your liking.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Brief description of the A3D console variables
;;
;; Key
;; ---
;; "variable name, in quotes"
;;  - default value
;;  - brief description
;;  - value range
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Vars
----
"/s_disable_a3d"
- disables A3D

"/s_enable_a3d"
- enables A3D

"/s_usingA3D"
- displays whether or not A3D is enabled (1) or disabled (0). This setting is for display only - it cannot be used to
change the A3D properties in the game.

"/s_rolloff"
- 1.0
- adjusts the rolloff factor - when the rolloff value is
increased, the effects of distance are increased: high
frequencies are filtered and volume is lowered as sources
move further away.
- 0.0 -> 1.0

"/s_doppler"
- 1.0
- adjusts doppler, where 1.0 is normal doppler and 5.0 is
extreme doppler. 
- 0.0 -> 10.0

"/s_distance"
- 100
- adjusts the ratio of game units to meters. This affects velocity, positioning, and distance. The higher this number,
the closer everything gets to each other (in audio terms).
- 0.0 -> infinity

"/s_min_distance"
- 3
- minimum distance before rolloff is applied to a source.
- 0.0 -> s_max_distance

"/s_max_distance"
- 1000
- maximum distance before a source is muted.
- s_min_distance -> infinity

"/s_2dvolume"
- 0.7
- the maximum volume which 2D sounds are played at. By the
nature of the filters being applied to the A3D buffers,
they are quieter then their 2D counterparts. Hence it is
important to quiet the 2D sounds to make up for this.
- 0.0 -> 1.0

"/s_watereq"
- 0.2
- Amount of high frequency rolloff to apply when underwater.  1.0 is air.
- 0.0 -> 1.0

"/s_fogeq"
- 0.8
- Amount of high frequency rolloff to apply when in fog. 
1.0 is air.
- 0.0 -> 1.0

"/s_geometry"
- 1
- Toggles geometry rendering on/off. When disabled, geometry
is not processed at all.
- 0 or 1

"/s_occlude"
- 0
- Status of occlusions - 1 enables; 0 disables.
- 0 or 1

"/s_reflect"
- 1
- Status of reflections - 1 enables; 0 disables.
- 0 or 1

"/s_refgain"
- 0.45
- Adjusts the gain on each reflection, where higher number
means louder reflections. Remember very loud reflections
could cancel out the effect of HRTFs.
- 0 -> 1

"/s_refdelay"
- 2.0
- Delay between a source and its closest reflection.  The
higher the delay, the more time it takes between when the
source and its first reflection are played.
- 0 -> 100

"/s_occfactor"
- 0.5
- Transmission value of material - the smaller the number,
the more occluded the sound is (less sound passes through
the material).
- 0.0 -> 1.0

"/s_occ_eq"
- 0.75
- high frequency rolloff value of material - the smaller
the number, the more high frequencies are filtered by the
material.
- 0.0 -> 1.0

"/s_numpolys"
- 400
- Maximum polygons to be rendered. Polygons will stop being rendered either when there are no more polygons left or s_numpolys polygons have been rendered. Setting this to 0
is the same as turning s_geometry off. 
- 0 -> infinity

"/s_bloat"
- 2.0
- Bloat factor for polygons. This effectively scales each polygon by a certain amount. This is a rough way to fill
holes left by unrendered small polygons.
- 0 -> infinity


Suchbegriffe: Quake 3 III A3D console commands

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