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 Post subject: cvar_savevars
PostPosted: Thu Dec 15, 2005 8:24 am 
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Joined: Thu Sep 23, 2004 1:06 pm
Posts: 9
Location: Denmark
Several speedrunners have complained about this setting. It should be 0 as default, and not 1 as it currently is. Check the SDA forum thread for more:

http://speeddemosarchive.com/yabb/YaBB. ... 1133641364

Joe, are you checking the SDA forum regularly? Just wondering since you haven't replied to the forum thread...

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Also, the "pic of the day" from the Qrack site is really cool (the one that uses the: gl_textureless 1; r_outline 2; r_celshading 1 settings)! Can we expect to see something like this in JoeQuake? Looks basically like the old cartoon-ish .exe from Anthony, which he used for the Scourge done Slick 'Toon movies :)

http://www.quakeone.com/qrack/

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 Post subject: Re: cvar_savevars
PostPosted: Thu Dec 15, 2005 8:43 am 
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Joined: Sun Mar 09, 2003 10:47 pm
Posts: 1612
Location: Ohio
Stubgaard wrote:
Several speedrunners have complained about this setting. It should be 0 as default, and not 1 as it currently is. Check the SDA forum thread for more:

http://speeddemosarchive.com/yabb/YaBB. ... 1133641364

Joe, are you checking the SDA forum regularly? Just wondering since you haven't replied to the forum thread...

-----

Also, the "pic of the day" from the Qrack site is really cool (the one that uses the: gl_textureless 1; r_outline 2; r_celshading 1 settings)! Can we expect to see something like this in JoeQuake? Looks basically like the old cartoon-ish .exe from Anthony, which he used for the Scourge done Slick 'Toon movies :)

http://www.quakeone.com/qrack/


Here is some info worthy of consideration on this topic:

There are a lot of players switching to JoeQuake and a cfg_savevars 0 would be very confusing to them because changes they make in-game would not be preserved.

For example, there are 300-500 players at the Shmack server each week and 1 by 1, I'd like to see them all using JoeQuake or QRack eventually.

I feel JoeQuake is a very important part of keeping players interested in Quake.

Speed runners aren't Quake newbies and it is a lot easier for experienced players to add "cfg_savevars 0" to autoexec.cfg than for new players to have to learn some clunky console commands before their JoeQuake even works the way they expect.

Just throwing in another point of view because back prior to this change a lot of players switching to JoeQuake were confused as to why it didn't save settings from session to session.


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 Post subject: Re: cvar_savevars
PostPosted: Thu Dec 15, 2005 10:27 am 
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Joined: Mon Feb 16, 2004 9:09 am
Posts: 17
Location: Bristol, UK
Baker wrote:

Here is some info worthy of consideration on this topic:

There are a lot of players switching to JoeQuake and a cfg_savevars 0 would be very confusing to them because changes they make in-game would not be preserved.

Er. cfg_savevars 1 saves _more_ than is default in Quake.

Quote:
Speed runners aren't Quake newbies

Not necessarily, in fact. And _especially_ if you're a quake oldie it's confusing to have behaviour change under you. We had a few demos that had to be rejected because of this.


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 Post subject:
PostPosted: Thu Dec 15, 2005 3:48 pm 
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Joined: Fri Oct 24, 2003 2:09 pm
Posts: 252
Location: Hungary
yeah I'm checking the SDA forum regularly, too just like the runecentral forum. And yea, I've seen the post. The reason why I didn't answer is that I didn't know what to answer.....

There are arguments from both sides. The thing that is for sure already, is that newcomers will suck anyhow.... oh well, all of us were newcomers. They learn with time :(

Dunno how to deal with this, really.


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