User Interface/Client Enhancements
Coliseum2 adds many new client visual and sound options. To better help players better select their preferences, the User Interface(UI) has been extended to make them readily accessible. Some options are integrated into existing menus where appropriate, such as Rail Type under Setup | Player, while others are grouped into their own sub menus.
This chapter describes the menu changes along with their corresponding client game cvar variables that can also be set in the Quake3 console.
A new option called Game Filter has been added underneath Show Empty. This will allow you to enter filter characters in game names for the browser to filter for. Trailing spaces are ignored and the filter is case sensitive. A new column has been added on the far right that will show pure servers indicated with a blue "P". |
Two new items have been
added to the Player setup menu: Weapon Hand and Rail Type.
Two new sub menus, called WPRANK (Weapon Ranking) and HUD (Heads Up Display),
have also been added to allow players to further tweak their weapon autoswitch
sequence and in-game display.
CVAR: cg_drawGun (auto archived) 0
- No visible weapon CVAR: cg_hand (auto archived) (obsolete) 0
- Right - default |
The following
text is no longer valid as of version 1.9 and is retained for historical purposes:
The original cvar cg_drawGun that was once used
to make the weapon invisible will no longer work as it is used along with the
new cg_hand variable. The cg_hand variable, when set to
any value other than 3 (no visible weapon) will automatically set cg_drawGun
to "1". To make the weapon invisible, use the new cg_hand
variable and set it to "3".
Rail Type
CVAR: cg_railtype (auto archived) 0
- Original Quake3 - default |
By default, all custom rail trails are drawn with the rail core. This may cause performance problems on less powerful machines. If so, players may go to the Force Rail Settings in the Coliseum2 sub menu under Game Options and force the client to override and not draw certain types of rail trails.
The custom rail trails also have their settings (railtime, ringsize, etc.) hardcoded. The new rails are very complicated and the optimal settings were chosen and hardcoded to prevent potential serious problems should their settings be changed beyond what the Quake3 engine can handle. Rail settings will still be effective when using the original Quake3 rail trail.
CVAR: cg_weaponpriority (auto archived) default: "9\8\7\6\5\4\3\2\0" 1
- gauntlet |
There are nine (9) slots in which the user may indicate which weapon is their best and most desired weapon, slot 1, and their weapon of last resort, slot 9. Each weapon is represented by a number (see above) and each slot entry in the variable is separated by a "\" beginning with the most desired weapon first. Omitting any trailing slots or a value of zero (0) in any slot will cause the switching logic to skip that slot and go to the next one.
At the bottom of the screen is an option to set the desired weapon autoswitch method. This is the same option that is available under menu Controls|Shoot and is place here as well for convenience.
CVAR: cg_autoswitch (auto archived)
0 - off
1 - Quake3 original (default)
2 - use weapon prioritization
The weapon prioritization system is not effective unless the cg_autoswitch variable is set to 2 (i.e. use weapon prioritization). However, regardless of what method the autoswitch is using--or even if it is turned off--the commands nextweap and prevweap will always switch the weapons as they are ranked.
Menu: Setup | Player | HUD
The new sub menu HUD provides players with additional options to customize the in-game display.
Large
Status Bar
This
option, when turned off, will make the status bar appear slightly smaller thus
giving players an increased playing view area.
CVAR: cg_largestatus (auto archived)
0 - Off - smaller status bar
1 - On - large status bar - default
3D Icons
This option makes easily available a built-in feature that draws status bar
icons (ammo, profile and armor) using a simple bitmap image instead of the 3D
models.
CVAR: cg_draw3dIcons (auto archived)
0 - Off - use simple image
1 - On - use 3D models - default
Show
Attacker
This option, when turned off, will not display the player's attacker on the
top left hand corner of the display.
CVAR: cg_drawAttacker (auto archived)
0 - Off
1 - On -default
Enhanced
Scoreboard
Coliseum2 comes complete with an alternate scoreboard that is smaller, draws
faster and shows more players. It is compatible with all game modes and
is also capable of displaying "times killed" and FPH. Times
killed is displayed after a player's frag score and indicates how many times
that play was fragged by other players. Death by world events such as
lava, falling and void does not count towards "times killed". Times
killed does not display if the server does not report it using the game rule
bit flag TRACK_KILLS.
CVAR: cg_scoreboard (auto archived)
0 - Regular Quake3 - default
1 - Coliseum2 Style with "times killed", FPH, Ready status, referee[R] and captain[*] indicators
Coliseum2 adds two new client player controls features. Users may use the console "bind" command to change the control mapping at any time from the console or use the integrated menu options which will perform the bind commands automactically.
Controls | Shoot
Offhand Grapple
Bind: "+button5" |
Controls | Misc
Show High Scores
Bind:
"+hscores" |
A separate high score set is kept for each distinct combination of timelimit and/or fraglimit. High scores are not tracked for CTF games or when there is no timelimit or fraglimit. Also, in team Deathmatch games, only players on the winning team will be considered for high score recording.
Show Server Rules
Bind:
"+rules" |
If activated by the server, powerup items called runes may appear from time to time. Each are color coded and will provide a unique powerup for the player. However, a player may only carry one rune at a time. The current rune in possession is displayed in the bottom right hand corner of the status bar.
There is very little for the player of Coliseum2 to set up in order to use the Runes. All you need to do is bind a key so you can drop a Rune. "Why would I want to drop a Rune?" you ask. Say you had the Health Rune and you run across a nice shiny red Strength Rune. In the next room you can hear 4 players beating on each other. Well, drop the Health, pick up the Strength, walk into that room and lob a rocket... maybe two... BOOM!! BOOM!! 4 quick frags :).
There are
2 ways to bind a key for dropping a rune.
The first is by manually typing the bind into the console. To do this you must
be either at a Coliseum2 server or have loaded Coliseum2 from the Mods Menu.
Once you have done that, hit the tilde key (~) to bring down your console. Then
type the following EXACTLY as it is written then hit Enter.
/bind x drop rune
You MUST have the '/' before bind and 'drop rune' MUST be two words. If not,
the bind will not work. In the above example the 'x' key is bound to drop the
Rune. You can change that to any key you would like. Once the key is bound all
you need to do in order to drop a Rune is hit the key and the Rune is dropped.
Bind:
"drop rune" |
In Game Menu: Vote, Player & Controls
A Vote menu option has also been added that will activate the in-game voting menu. |
Table of Contents | All About Runes | In-Game Voting/Referee Menu |