Same story with the UI including the crosshair. That means that the FOV is calculated to fit a 640x480 box, so it gets stretched shitlessly on 16:9 etc., hence the distortion and strange-looking weapon view. Back then practically everyone used 4:3 monitors so they didn't even think about adding support for wider aspect ratios. Q3 was made before widescreen became popular. Does anyone know what is causing this? I'm not sure if it's relevant, but my graphics card is a Radeon HD 6850. I set r_customheight 1080, r_customwidth 1920, and r_mode -1, other than that I'm not sure what to do. ioQuake3 looks like crap - the fov doesn't look right and the crosshair is much bigger and pixellated. To restore the regular crosshair, remove the gfx.wad file from the QW folder.I use pretty much the same config with the same fov (see below) and everything for both Quake Live and ioQuake3, but they don't look the same. The game will ignore the gfx.wad file inside the pak0.pak. QUAKEWORLD: Download a crosshair file from this page, rename it to gfx.wad, and put it in your QW folder. To restore the regular crosshair, delete the gfx.wad file you added, and rename the original file in the pak0 back to gfx.wad. Now download any of the replacement Quake crosshair files below, rename the file to gfx.wad and place it inside your ID1 folder. Right click it and rename it to anything you like. When you open the pak0, you'll immediately see the gfx.wad file listed in the right window. See the Create a New Pak instructions in the Quake 2 section for info on how to set up Pak Explorer. NETQUAKE: You'll need to get a copy of Pak Explorer (or other pak file editing tool) to open the pak0.pak file inside the Quake/ID1 folder. Installation is slightly different for regular NetQuake than it is for Quakeworld. The replacement crosshairs here are built into gfx.wad files that are all identical to the original, except for the crosshair itself. But you don't need to mess around inside it. Gfx.wad holds all the console text characters, the hud numbers and icons, and many other small graphics - 127 files in all. The crosshair is contained in the gfx.wad file inside the pak0.pak. With the second, the game will execute the command for you automatically each time it starts. With the first method, you'll have to type that command each time you start the game to bring out the crosshair. Put the autoexec.cfg file in the quake\ID1 folder. Inside it type the command, crosshair "1". If you don't already have such a file, create a text file with Notepad or any word processor and name it autoexec.cfg. There are two ways to start it:īring down the command console with the tilde (~) key, type crosshair 1, and hit Enter.Īdd the command to your autoexec.cfg file. Which is why it's limited to the small size. The crosshair in Quake is really just the PLUS ( ) sign from the character set that the game uses for onscreen messages. People are still playing (and just discovering) it, and hundreds of Internet servers are running it or one of it's many offspring 24 hours a day all over the world. But here we are four generations of the game and many years later. Even the mouselook command had to be activated from the console or a config file rather than the options menu and the off hand, by the way type of comment that "yes, you can play Quake over the Internet"(prime candidate for understatement of the decade!) that was buried in the Network Subsystem Documentation section of the techinfo.txt file just reinforces that view. I'm still not sure that Id Software understood the full scope of the phenomenon they had just unleashed upon the world when Quake arrived. "Added unsupported crosshair option (" crosshair 1" from console)". If you bothered to wade all the way through the readme.txt file, you might have seen it mentioned as one of the features added in the v0.94 beta. For most of us it was word of mouth, newsgroup, messageboard, or somebody's web site. Remember how you found out there even was a crosshair in Quake? It's not there in the Options menu.
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