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Quake Live Config - Online Generator: New Unofficial Quake Live configuration online tool : Step 1 - Configure. : Step 2 - Generate : Step 3 - Save : Step 4 - Play : Enjoy! :)

Colors for player name:
^1 - Red
^2 - Green
^3 - Yellow
^4 - Blue
^5 - Cyan
^6 - Magenta
^7 - White

Example:
^1T^6e^5s^4t - Test
Console:
\name "^1T^6e^5s^4t"
 


Colors for clan tag:
^1 - Red
^2 - Green
^3 - Yellow
^4 - Blue
^5 - Cyan
^6 - Magenta
^7 - White

Example:
^1T^6e^5s^4t - Test
Console:
\clan "^1T^6e^5s^4t"
 


Set tag at beginning of name or tag at end.
Console:
\ui_clantagpos "1"
 


Are you male or female?
Console:
\sex "male"
 


Choose player model from list.
Console:
\model "anarki"
 

Every model also has red and blue coloured outfits.
Console:
\model "anarki/red"
 

Set player model that will only be used during team game play.
Console:
\cg_forceTeamModel "anarki"
 

Set player model color that will only be used during team game play.
Console:
\cg_forceTeamModel "anarki/red"
 

Set enemy model that will only be used during team game play.
Console:
\cg_forceEnemyModel "anarki"
 

Bright skins will currently only work for visor, crash, keel and tankjr.
Console:
\cg_forceEnemyModel "visor/bright"
 


Force model selection, also forces player sounds.
Console:
\cg_forceModel "1"
 


Set the drawing location of the team status overlay
On - top right
Off - bottom right
of the screen it shows team player names, location, ammo (and what type weapon), and frag count for each player.
Console:
\cg_drawTeamOverlay "1"
 


Take the enemy face model at top-right corner.
Console:
\cg_drawFriend "1"
 


Toggles the display of the last guy to do damage to you in the upper-right corner of the screen. If you hurt yourself, that guy will be you.
Console:
\cg_drawAttacker "1"
 



If On you don`t need ctrl-alt next time.
Console:
\com_allowConsole "1"
 


Toggles the frame rate counter.

This cannot be displayed at the same time as the timer.
Console:
\cg_drawFPS "1"
 


Set max frames per second you receive from server . Disabled when timedemo is 1.
Console:
\com_maxfps "125"
 


Toggles the game timer. Shows time since map start counts up.

This cannot be displayed at the same time as the frame rate counter.
Console:
\cg_drawTimer "1"
 


Count down makes the timer (or game clock) count down (default)

Count up makes it count up.
Console:
\cg_levelTimerDirection "1"
 


Toggles between displaying the netgraph or the frag counter.

On - display netgraph
Off - display frag counter
Console:
\cg_lagometer "1"
 


This makes it so your screen doesn't shake when you get hit.
Console:
\cg_kickScale "1"
 


This makes it so your screen stays stable while running, jumping, falling etc...
Console:
\cg_bob "1"
 


Field of view/vision "90" is default higher numbers give peripheral vision.
Console:
\cg_fov "90"
 


What the zoomed in field of view will be any thing more than 30 would not be sniper friendly.
Console:
\cg_zoomfov "20"
 


On shows weapons constantly on the left + ammo values (new)

Off shows weapons above health and armor when switching (old)
Console:
\cg_newWeaponBar "1"
 

Hudfont size of health, armor and ammo counters.
Console:
\ui_bigFont "0.3"
 


Hudfont manipulation
Console:
\ui_smallFont "0.18"
 


Toggle displaying of the name of the player you're aiming at.
Console:
\cg_drawCrosshairNames "1"
 


Colors the crosshair to indicate your health status.

This overrides regular crosshaircolor choice.
Console:
\cg_crosshairHealth "1"
 


When you pick items the crosshair will pulsate.
Console:
\cg_crosshairPulse "1"
 



Select crosshair.
Console:
\cg_drawCrosshair "1"
 


Color of your crosshair, unless Show health at crosshair is set to On.
Console:
\cg_crosshairColor "1"
 


Crosshair size.
Console:
\cg_crosshairSize "24"
 


Toggles the drawing of the HUD, the crosshair and any text or readout.
Console:
\cg_drawStatus "1"
 

Enable vertex lighting (faster, lower quality than lightmap) removes lightmaps, forces every shader to only use a single rendering pass, no layered transparancy, environment mapping, world lighting is completely static.

There is no dynamic lighting when in vertex lighting mode. (recommend Dynamic lights - Off and this On) direct FPS benefit.
Console:
\r_vertexlight "0"
 


Enable dynamic lights.
For example rockets flying by light up the area.
Console:
\r_dynamiclight "1"
 


Enable shadows
Console:
\cg_shadows "1"
 


Off will degrade the quality of lighting in exchange for a boost in performance.
Console:
\r_enablePostProcess "1"
 


The HUD defaults to display ammunition, 'head', last attacker etc. using 3D models. You can gain FPS by forcing those to a 2D icon or sprite and not lose any HUD information.

On enables 3D icons on the HUD.

Off disables drawing of 3D icons on the HUD and forces 2D icons
Console:
\cg_draw3dIcons "1"
 


Set maximum texture size (0 - 3, 3=fastest 0=quality). Lowers texture quality by blending out colors.

Lowering does not increase FPS if you have more than 32MB videoram.
Console:
\r_picmip "1"
 


Toggle the use of 2D sprite objects in place of the 3D animated objects makes some objects more "simple" (faster to render). Toggles the drawing of weapon, ammo, powerups, health and armor entities as models or as sprites.
On - draw sprites
Off - draw models
Console:
\cg_simpleitems "1"
 


Set brightness (0-2)
Console:
\r_gamma "1"
 


Toggle the marks the projectiles leave on the wall (bullet holes, etc)
Console:
\cg_marks "1"
 


When this variable is set to On the renderer system will render all textures on the map at full brightness.
Console:
\r_fullbright "1"
 


Toggle fast rendering of sky.

On shows sky

Off hides sky textures and disable your ability to see through portals
Console:
\r_fastsky "1"
 


No smoke trails on rockets and grenades.
Console:
\cg_noProjectileTrail "1"
 


Change the geometric level of player model details
Console:
\r_lodbias "1"
 


Ambient lighting of local objects only: anything added to a map like players, ammo and weapons.

Works best with vertex enabled.
Console:
\r_overBrightBits "1"
 


Ambient lighting of the map. Makes the map more radiant.
Console:
\r_mapOverBrightBits "2"
 

Loads the screen fullscreen on On or in window mode when set to Off.
Console:
\r_fullscreen "1"
 


Sets a screen resolution.

Default - max possible resolution.
Console:
\r_mode "-2"
 

Custom horizontal resolution
Console:
\r_customwidth "1440"
 

Custom vertical resolution
Console:
\r_customheight "900"
 

Volume of the game effects.
Console:
\s_volume "0.75"
 


Volume of the ingame background music.
Console:
\s_musicvolume "0.8"
 


Disables looping ambient sounds of the map.
Console:
\s_ambient "1"
 


Toggle doppler effect. Vortex of sound - has a good description of this A3D variable.
Console:
\s_doppler "1"
 


Controls packets so that your downstream connection bandwidth does not get saturated.
Console:
\rate "10000"
 

Controls how many gameworld updates you send to the server.
Console:
\cl_maxpackets "100"
 

When Smooth clients is enabled on the server then players in your view will be predicted and will appear more smooth even if they are on a bad network connection. however small prediction errors might appear. Smooth out other players movement when they suffer from packetloss.
Console:
\cg_smoothClients "1"
 


Mouse acceleration.
Console:
\cl_mouseAccel "0"
 

Mouse sensitivity.
Console:
\sensitivity "5"
 

Invert mouse.
Console:
\m_pitch "0.022"
 

Toggle determines if the weapon you're holding is visible or not.
Console:
\cg_drawgun "1"
 

Automatically switch to the weapon you has just picked up.
Console:
\cg_autoswitch "1"
 


Automatically switch to the next weapon in line when current is empty.
Console:
\cg_switchOnEmpty "1"
 


This changes the way the lightning gun effect is displayed on the client end.

1.0 = fixed on crosshair
0.0 = spaghetti
Console:
\cg_trueLightning "1"
 


Set amount of time a shell casing gets displayed if set to 0 the game engine will skip all shell eject code.
Console:
\cg_brassTime "2500"
 


Diameter of railgun swirl effect in pixels, as well as the impact effect.
Console:
\r_railWidth "128"
 


Diameter of railgun core effect in pixels.
Console:
\r_railCoreWidth "16"
 


Lenght of a single section of railgun effect in pixels.
Console:
\r_railSegmentLength "64"
 


Sets the amount of time the railgun slug trail is visible.
Console:
\cg_railTrailTime "400"
 


The color of the rail beam.
Console:
\color1 "1"
 


The color of the rail swirl.
Console:
\color2 "1"
 


Rail style

New - beam only
Old - beam + swirl
Console:
\cg_oldRail "1"
 


Toggle rocket style.
Console:
\cg_oldRocket "1"
 


Toggle plasma style.
Console:
\cg_oldPlasma "1"
 


Gun X-Axis placement.
Console:
\cg_gunX "0"
 


Gun Y-Axis placement.
Console:
\cg_gunY "0"
 


Gun Z-Axis placement.
Console:
\cg_gunZ "0"
 

Toggles the menu.
Console:
\bind ESCAPE "togglemenu"
 

Toggles the menu. (second bind)
Console:
\bind ESCAPE "togglemenu"
 


Opens or closes the console.
Console:
\bind ` "toggleconsole"
 

Opens or closes the console. (second bind)
Console:
\bind ` "toggleconsole"
 


Toggles the scoreboard.
Console:
\bind TAB "+scores"
 

Toggles the scoreboard. (second bind)
Console:
\bind TAB "+scores"
 


Vote yes on the currently active vote.
Console:
\bind F1 "vote yes"
 

Vote yes on the currently active vote. (second bind)
Console:
\bind F1 "vote yes"
 


Vote no on the currently active vote.
Console:
\bind F2 "vote no"
 

Vote no on the currently active vote. (second bind)
Console:
\bind F2 "vote no"
 


Toggle your ready status. If you're ready, you indicate to others that you are willing to stop the warmup and proceed to the actual match.
Console:
\bind F3 "readyup"
 

Toggle your ready status. If you're ready, you indicate to others that you are willing to stop the warmup and proceed to the actual match. (second bind)
Console:
\bind F3 "readyup"
 


Record next demo.
Console:
\bind F4 "vstr nextdemo"
 

Record next demo. (second bind)
Console:
\bind F4 "vstr nextdemo"
 


Takes a JPG screenshot.
Console:
\bind F11 "screenshotjpeg"
 

Takes a JPG screenshot. (second bind)
Console:
\bind F11 "screenshotjpeg"
 


Move forward.
Console:
\bind W "+forward"
 

Move forward. (second bind)
Console:
\bind W "+forward"
 


Move backward.
Console:
\bind S "+back"
 

Move backward. (second bind)
Console:
\bind S "+back"
 


Strafe left.
Console:
\bind A "+moveleft"
 

Strafe left. (second bind)
Console:
\bind A "+moveleft"
 


Strafe right.
Console:
\bind D "+moveright"
 

Strafe right. (second bind)
Console:
\bind D "+moveright"
 


Fires a weapon.
Console:
\bind MOUSE1 "+attack"
 

Fires a weapon. (second bind)
Console:
\bind MOUSE1 "+attack"
 


Jump.
Console:
\bind MOUSE2 "+moveup"
 

Jump. (second bind)
Console:
\bind MOUSE2 "+moveup"
 


Zooms your sight.
Console:
\bind Q "+zoom"
 

Zooms your sight. (second bind)
Console:
\bind Q "+zoom"
 


Walk.
Console:
\bind CTRL "+speed"
 

Walk. (second bind)
Console:
\bind CTRL "+speed"
 


Crouch/duck.
Console:
\bind SHIFT "+movedown"
 

Crouch/duck. (second bind)
Console:
\bind SHIFT "+movedown"
 


Next weapon.
Console:
\bind F "weapnext"
 

Next weapon. (second bind)
Console:
\bind F "weapnext"
 


Previous weapon.
Console:
\bind MWHEELDOWN "weapprev"
 

Previous weapon. (second bind)
Console:
\bind MWHEELDOWN "weapprev"
 


Drop weapon.
Console:
\bind G "dropweapon"
 

Drop weapon. (second bind)
Console:
\bind G "dropweapon"
 


Say world.
Console:
\bind T "messagemode"
 

Say world. (second bind)
Console:
\bind T "messagemode"
 


Say team.
Console:
\bind Y "messagemode2"
 

Say team. (second bind)
Console:
\bind Y "messagemode2"
 


Gauntlet
Quake Live Gauntlet
Console:
\bind 1 "weapon 1"
 

Gauntlet (second bind)
Quake Live Gauntlet
Console:
\bind 1 "weapon 1"
 


Machine gun
Quake Live Machine gun
Console:
\bind 2 "weapon 2"
 

Machine gun (second bind)
Quake Live Machine gun
Console:
\bind 2 "weapon 2"
 


Shotgun
Quake Live Shotgun
Console:
\bind 3 "weapon 3"
 

Shotgun (second bind)
Quake Live Shotgun
Console:
\bind 3 "weapon 3"
 


Grenade launcher
Quake Live Grenade launcher
Console:
\bind 4 "weapon 4"
 

Grenade launcher (second bind)
Quake Live Grenade launcher
Console:
\bind 4 "weapon 4"
 


Rocket launcher
Quake Live Rocket launcher
Console:
\bind 5 "weapon 5"
 

Rocket launcher (second bind)
Quake Live Rocket launcher
Console:
\bind 5 "weapon 5"
 


Lightning gun
Quake Live Lightning gun
Console:
\bind 6 "weapon 6"
 

Lightning gun (second bind)
Quake Live Lightning gun
Console:
\bind 6 "weapon 6"
 


Railgun
Quake Live Railgun
Console:
\bind 7 "weapon 7"
 

Railgun (second bind)
Quake Live Railgun
Console:
\bind 7 "weapon 7"
 


Plasma gun
Quake Live Plasma gun
Console:
\bind 8 "weapon 8"
 

Plasma gun (second bind)
Quake Live Plasma gun
Console:
\bind 8 "weapon 8"
 


BFG
Quake Live BFG
Console:
\bind 9 "weapon 9"
 

BFG (second bind)
Quake Live BFG
Console:
\bind 9 "weapon 9"
 


Nailgun
Quake Live Nailgun
Console:
\bind 0 "weapon 11"
 

Nailgun (second bind)
Quake Live Nailgun
Console:
\bind 0 "weapon 11"
 


Minegun
Console:
\bind - "weapon 12"
 

Minegun (second bind)
Console:
\bind - "weapon 12"
 


Chaingun
Quake Live Chaingun
Console:
\bind = "weapon 13"
 

Chaingun (second bind)
Quake Live Chaingun
Console:
\bind = "weapon 13"
 



Save config in my Profile

  Where to save?
Save configuration:
In Windows XP save to :
%APPDATA%\id Software\quakelive\home\baseq3
In Windows Vista save to :
%USERPROFILE%\AppData\LocalLow\id Software\quakelive\home\baseq3
In Linux save to
/home/[yourusername]/.quakelive/quakelive/home/baseq3
In Mac save to:
Macintosh HD/Users/[yourusername]/Library/Application Support/QuakeLive
 



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extra viagra newsletter ambien eq diazepam romania xanax erection synthroid annual sales can i take requip with hydrocodonef what is the difference oxycodone and hydrocodone cymbalta.de snort cymbalta lorazepam lawsuits contraindications prednisone and zoloft difference between cymbalta and zoloft does ambien affect the eyes or eyesight ambien antipsychotic lorazepam suicidality prednisone teaching xanax from argentina cephalexin and aspirin for dogs what can be mistaken for hydrocodone how is hydrocodone supplied