The game includes full control customisation, accessible from the usual
place in the menu. However, the default settings provided from the
files aren't too enjoyable when using them on the DS, so feel free to
my config file.
Don't forget that after making changes
to the settings, you must use the 'SAVE SETTINGS' option to actually
save your settings to disk.
Quake would normally do this when
you quit, but you don't really use the quit option on the DS! I may put
in an auto-save option...
- touching the screen changes the camera view - sensitivity and
mouse invert can be chosen from the config menu too
- using the D-pad emulates the WSAD control method, so use up and
down to move forward and backward, left and right to strafe left and
- START is bound to escape, so this will bring up/hide the menu
- SELECT is bound to enter, so can be used to select entries in the
menu...and also jump
- X/Y are weapon cycle up/down
- L is fire
- R is jump
- A is bound to the on-screen keyboard, press again for touch
The config menu also contains DS specific options:
- switch screens - for if you'd like to have the 3D view on the
- antialias - turns line antialiasing on and off - not too
- wireframe overlay - for if you'd like to see brush models drawn
with a wireframe overlay
- fog - this turns fogging on and off; there is a light fog when
above ground, a thick fog when below water
- lookspring - turning it off
will replicate the behaviour present in GLQuake, causing the view to
not snap back to 'flat' when you take a few steps without touching the
screen. Leaving it on will replicate the proper Quake behaviour.
There are more options available in the config file:
- ds_screen_clears (0/1) - if you're trying to get some mod/total
conversion to work and you'd like to see the warning/error messages,
but they're cleared too quickly, set this cvar to zero
- ds_fog_red/green/blue (0..255) - this will change the fogging
- ds_alias_imposter (0/1) - if zero, then the model will only be
rendered once its texture has been loaded (models may disappear for a
second when gibbed); if one, a white texture will be shown on the model
whilst the correct texture is loading
- ds_brush_imposter (0/1) - if zero, brush models (eg the world,
health packs) will only be drawn once the texture has loaded, else it
will be drawn a shade of grey
- ds_draw_imposter (0/1) - if zero, gui elements (eg ammo counts,
the menus) will only be drawn once the texture has loaded, else it will
be drawn white
- ds_turb_transparency (0..31) - this is used to make 'turb' brush
transparent - you should only use this with VIS'ed maps, or with the
r_novis hack (not recommended). Disable the effect by setting this to
Quake does not natively support transparent stuff due to the way the
maps are built. However there have been patches to Quake to allow you
to get transparent water (and sludge, teleporters, lava etc) over the
years, and I've added support for this to QuakeDS.
Read here if you want details of the regular Quake way, as most of the
details apply. http://retroquake.planetquake.gamespy.com/blog/?p=34
To summarise, there seem to be two ways to do it:
- You can use the r_novis
variable: set it to one, rather than the
default zero. This will disable all visibility checking in the
renderer, and everything will
be rendered - this will probably cripple the perofmrnace of your DS and
you'll most likely get graphical errors as it greatly exceeds the DS'
per-frame polygon limit. This is the easiest way, but is not
- The second way is to reVIS or get VIS'ed maps (or their patches).
You can either do this yourself or get patches to adjust your pak
files. This is
definately the recommended way to do it.
Once you've done this, to get Quake to render stuff with transparency,
adjust the ds_turb_transparency
variable in the range of 0-30. Zero
means invisible water, 30 means pretty much opaque. If you set it to 31
you'll disable transparency all together - this is the default.