         Quake 3: Arena Base Configuration And Scripts
                 by Russell "Essobie" O'Henly
                    essobie@planetquake.com

WARNING!: Backup any configuration files you may have in your baseq3
before using any of these files! Essobie is not liable for any damage
to your configuration that these files may invoke.  YOU HAVE BEEN WARNED!

        These configuration files are meant as a template for advanced
users and players so that they can learn a quick, easy-to-manage
configuration file structure that reduces strain on the end user
when changing, rearranging, or adding to their current configuration.

        It is NOT meant as an entire replacement to your own configur-
ation, unless of course you have absolutely no configuration to begin
with (or you just really like mine as is).

The Installation:
        Again, make sure you absolutely have a backup of every single
configuration file you have ANYWHERE in your Quake 3 directory structure.
If you have any files of the same name present in these directories,
they WILL be overwritten if WinZip is given the chance.
        Now... to install everything, simply open up the zip file you
have now, and extract all files to the same directory that "quake3.exe"
can be found WITH USE FOLDER NAMES TOGGLED TO ON.  This is important
because files need to go in certain folders... if you have an reservations
about doing it this way, unzip each file one at a time and place it where
it should go on your system according to the "path" given in Winzip.

Please note that there are a number of files in the zip called "mod.cfg",
so if you get a message asking to overwrite these files, you did not
toggle on "Use Folder Names".  Do so, and start again.

The Structure:
	The files are set up in such a way that at all times the
end user will know exactly where to find any setting, binding, or
alias that they want to alter or delete, and also to give direction
on where to place additions.

The Files:

AUTOEXEC.CFG: This file has no other purpose but to list the needed
files for the entire configuration to function.  It has but a single
alias (the w10 alias).  The rest of the lines are "exec" commands which
go through and execute each and every configuration file.  This file
should be in your baseq3 folder.

BINDS.CFG: This file is also separated into groupings in a very visable
manner so as to simplify finding certain keystrokes for any configuration
changes in the future.  When making a change to a command binding, always
do a "Find" in your text editor to make sure that you don't already have
a command bound to the key in question.

Example: say you want to have another key on your keyboard for the "+moveup"
command, and you would like to place it on the "Q" key.  Use your text
editor (Notepad, Wordpad, or the like) and do a find for "bind q".  If it
does not turn up a match, place a new bind command in the appropriate place
in the BINDS.CFG file.  If it DOES turn up a match, either change the current
binding to something other than "Q" (again, doing another search) or change
the "+moveup" command to another key.

At the bottom of the BINDS.CFG file is the "Verious Other Keys" section
which has, in order, all listed bindings for all scripts in the SCRIPTS.CFG
file. This makes adding scripts in the future very easy to do.  In fact, all
additional files (scripts) in your configuration should keep actual bind
commands to a minimum, and have a section added to the BINDS.CFG file
specifically for that new script (see "MODELVIEW.CFG" section in the BINDS.CFG
file).

For a list of key bindings, simply open up BINDS.CFG and take a look around.
It is quite self explainatory.

FUNNAME.CFG: This is my "famous" .cfg file that contains all the needed
color codes and instructions on how to make a colored name simply by
cutting and pasting a few characters (instead of downloading some
complicated program).  This is where I put my actual "name" command
instead of in settings.

MENU.CFG: This revolutionizes much of what this configuration has become.  It takes
past scripts that have resided in their own files and had their own seperate bindings
to use only five function keys, allowing for much of the keyboard to be opened up
for binds that you would use while playing.

Included in the menu.cfg are the following cycles and toggles:
 - r_picmip cycle
 - vertex lighting toggle
 - vid_restart key
 - r_gamma cycle
 - crosshair cycle
 - crosshair size cycle
 - 2d/3d HUD toggle
 - HUD Clear (for taking screenshots)
 - cl_maxpackets cycle
 - snaps cycle
 - rate cycle
 - cl_timenudge cycle
 - demo playback speed script
 - demo recording and queueing script

It is quite simple to add to the menu.cfg script if needed by simply duplicating the
architecture found inside the file.  Any ideas for more cycles or 4 key scripts that
would work for this? Mail me: essobie@planetquake.com

MOD.CFG: These files reside in each mod directory. This file is only executed upon 
pressing the F11 key AFTER you get on a server (formerly toggled between teamplay 
configurations for TDM and CTF).  If you install a new mod, simply make a file called
mod.cfg in that directory, and make any CHANGES to the current configuration in that 
file.  They will overwrite anything they replace AFTER you hit F11.  Pretty smart, huh?  ;)

Also of note here is that the makers of Q3Fortress have realized the usefulness of
a "mod.cfg" like configuration file, so whenever you drop onto a q3f server, the console
automatically executes a file called "q3fconfig.cfg" in your present directory. This is
why you see a "q3fconfig.cfg" in the /q3f/ directory instead of the usual "mod.cfg".

MODELVIEW.CFG: This is a script written by Andy "Artist" Smith for use in
cheat mode to view the player model in 3rd person from a number of angles.
Its great for looking at skin work... and for generally seeing just how cool
some of the id models are.

PLUG.CFG: Shameless Plug script for announcing websites and the like.

SETTINGS.CFG: This is the first file that AUTOEXEC.CFG makes reference
to, and contains exactly what its name implies: settings.  Game settings
such as "field of vision" or "fov", and sensitivity are found in this
file, as well as video modes, framerate caps, sound and input device
settings, and anything else that would normally be changed with a "set"
command.  Alterations to this file SHOULD be made before it is executed
by yourself.  If your video card doesn't like some of my settings, it
might not be pretty fixing the problem.  Should you have a problem with it
screwing up your settings, simply delete the Q3CONFIG.CFG file in your
baseq3 directory, and start Quake 3 over again.

This file can be executed by hitting F12 after BINDS.CFG has been parsed.

*_SETTINGS.CFG: These files are alternate versions of the settings.cfg file
mentioned above, based on what the user is planning to do.

- play_settings.cfg: This is the normal play settings I use.
- beta_settings.cfg: This is the settings I use while beta testing a mod (like RA3).
- ss_settings.cfg: This is the settings I use when taking screenshots.
- lame_settings.cfg: This is merely to show just how retarded you can make Q3A look
                     with 'ultra-tweaked out' settings.  I left out some of the ones
                     that seem totally over the top... like simpleitems.

*.BAT: These files simply copy their namesake's version of the *_settings.cfg file over to
"settings.cfg".  This way you can quickly replace the settings.cfg file with an alternate
version, and start up Q3A right away with the changes.

TIPS.CFG: Cycles through numourous Quake 3 Tips for newbies on a server.

VSTR.CFG: Contains a few quick commands that you can access using the vstr command.
Add more!

ZOOM.CFG: Sniper Zoom cycle/toggle.


        Any Questions?  Comments?  Feel free to drop me a line.
                       essobie@planetquake.com

History
=======
5.5 02-24-2002
YIKES! Been a while... well, not much has changed. Only...
- Added mod.cfg for Urban Terror (http://www.urbanterror.net) a mod that I do Quality Assurance for.

5.4 07-25-2000 This Version
- Added Freezetag and Rocket Arena 3 mod.cfg files in their own directories.
- Removed a non-working demo.cfg file (seems to work if you are on a listen server, but not anywhere else).

5.3 05-11-2000
- Q3Fortress Changes
  - Moved the Targetshot and Scope scripts from sniper.cfg to mod.cfg
  - Moved the +alias for autosentry building to mod.cfg
  - Removed "Class Options" from mod.cfg since they are bound in every class config.
  - Reorded the engineer.cfg "super build" line from upgrade, refill, repair, to upgrade, repair, refill.
  - Removed counterclockwise rotation button, and replaced it with a 180 rotation button.

5.2c 05-09-2000
- Q3Fortress Changes
  - Changed engineer.cfg as follows:
    - Switched the destroy supplystation and the build, refill, repair buttons.
    - Made an +alias for building the autosentry so that if you release it early, you do a "build cancel"

5.2b 05-07-2000
- Q3Fortress Changes
  - Added InPos, OutofPos, and Incoming comm binds to many classes since they had open keys in their class.cfgs.
  - Removed cg_thirdperson use in the agent.cfg (that cvar is now cheat protected in q3fortress for the reason I was using it.)

5.2 05-07-2000
- Ditched the plugs for RA2IO and thebind:arena (binds.cfg edited, plug.cfg deleted)
- Rewrote all the tips in tips.cfg for common messages for servers (like plugging my websites)
- Q3Fortress Changes
  - Changed cg_execClassConfigs to 2, which executes the class.cfg on every respawn
  - Added lines in each class.cfg to zoomout, and reset any special scripts (like targetmode)
  - Implimented use of cg_grenadePrimeSound cvar for grenade timers... IT WORKS!
  - Removed script for grenade timers; using only primeone and primetwo commands for grenades.

5.1 04-21-2000
- Q3Fortress Changes
  - Found out the commands for rotating an autosentry and added binds for clockwise and counterclockwise to
    the engineer.cfg file.  Now build, rotate and upgrade a lvl3 gun in 2machse in under 20 seconds!
  - Couple of fixes in comm.cfg

5.0c 04-18-2000
- Q3Fortress Changes
  - Found out from coder on Q3F team (Golliwog) that the q3fconfig.cfg file is NOT working like I thought exactly.
    Instead, what it does is be overwritten by the q3config.cfg file in the q3f folder WHEN you use the menu system
    for changing binds.  This is fine using it like a "mod.cfg" like I had it... until you touch the menu system
    for changing binds... then you lose the file.  I've reverted back to using "mod.cfg" and rebound F11 to exec it.

5.0b 04-16-2000
- Q3Fortress Changes
  - Renamed /q3f/mod.cfg to /q3f/q3fconfig.cfg because of the sweet new code in q3f beta 1.0b
  - Fixed the zoomout problem with the "Target Mode" in sniper.cfg
  - Changed mouse2 to "special" for the flametrooper class to switch between rocket and flamethrower
  - Tweaked the comm.cfg file for various changes.  Also made Offensive binds load first.
  - Changed the F10 bind from "exec mod.cfg" to "exec q3fconfig.cfg" in q3fconfig.cfg
  - Placed Q3Fortress change specifics indented into the regular changes mentioned in the readme (yer reading them)
  - Remarked out the old prime grenade scripts with the first .wav attachment, and added another using a new sound.
  - Changed the "play" in the above mentioned script to "playsound" as per instructions in the new Q3F Docs*
    *didn't seem to help... sound still cuts out periodically

5.0 04-14-2000 
- Renamed sobcfg.cfg to autoexec.cfg to stop confusion with new users.
- Renamed the sobcfg directory to cfgs to make the entire configuration more generic and less "this is just for Essobie"
- Removed most of the extra mod.cfg's as they tend to confuse new users as well.
- Updated Q3Fortress configs AGAIN (and will continue to) and cleaned it up.  Debating whether it needs it's own docs or not.
  NOTE: I've also rejoined the first clan I was ever involved with for Team Fortress to play Q3F...
        Clan NULL http://null.ironglove.com
        The comm binds used in this distributed copy are similar but not exactly the same as the official NULL binds.

4.1a 04-9-2000
- Continue to add new and exciting things to the Q3Fortress part of the config.  This mod rocks. www.q3f.com
  - Changed comm.cfg to oldcomm.cfg for you to look at, and added a comm.cfg functionality based on
    your current class.  This, I think everyone will like.

4.0 04-3-2000
- Added menu.cfg which made a great number of scripts obsolete
- Deleted obsolete scripts included in menu.cfg
- Altered function key binds to fit menu.cfg binds in
- Added mod.cfg along with all seperate class .cfgs for Q3Fortress http://www.q3f.com/
- Added mod.cfg for Urban Warfare http://warfare.telefragged.com/

3.0 03-21-2000
- Removed all Team Deathmatch Scripts and readme.txt references to them
- Moved ctf.cfg to baseq3 and renamed it to mod.cfg
- Added mod.cfg for Rocket Arena 3 (www.planetquake.com/arena)
- Added mod.cfg for Head Hunters Classic (tarot.telefragged.com)
- Added mod.cfg for Freeze Tag (www.planetquake.com/freeze)
- Added CPL r_picmip value for the picmip.cfg file (5)
- Removed talkie.cfg since I NEVER use it.
- Bound cg_autoswitch 1 to MOUSE2 to help pickup/use weapons after I die.
- Added ;cg_autoswitch 0 to all weapon selection keys to negate auto switching.
- Renamed readme.txt to readme_sobq3config.txt and moved it to root directory.
- Moved Use Item (+button2) to CTRL, and changed the zoom toggle to +zoom on SHIFT.

2.21 02-14-2000
- Removed bind for framecycle.cfg
- Removed reference to mousetoggle.cfg in scripts.cfg

2.2 02-04-2000
- Added gamma.cfg to cycle different r_gamma settings, and placed it on F8 (vid_restart moved to F9)
- Moved CRAP plug from F9 to here: Check out Clan Rocket Arena Players here: http://crap.nofadz.com/  :)
- Added demoplay.cfg along with the "demoplay" vstr added to vstr.cfg
- Added the vertex and lightmap commands to vstr (turns on settings for vertex light, or lightmap light)
- Upped sensitivity in settings.cfg from 5 to 7 (noticed I was running out of pad often)
- Removed Mousetoggle.cfg (who has a 2 button mouse? Not me)
- Corrected // comments in sobcfg.cfg for lanset.cfg (not lsettings.cfg, etc.)
- Removed scoretoggle.cfg (it doesn't get updated when on. :( )

2.1 01-22-2000
- Changed name from the apparently "canook" ^1ES^7SOB^1IE to lowercase ^7Es^1sob^7ie^7
- Changed model from visor/gorre to visor/red because of animated flame texture
  on gorre causing 2-4 fps loss in large games with forcemodels on.
- Added scoretoggle (scoretog.cfg)

2.0 01-14-2000
- Updated Script Section in readme.txt
- Removed Teamplay Toggle
- Removed Gore toggle
- Dropped sensswitch.cfg
- Added r_fastsky toggle
- Added cg_forcemodels toggle
- Added r_picmip cycle
- Added vid_restart to Function Keys
- Replaced some tips in tips.cfg
- Added pimpage for http://crap.nofadz.com/
- Added vstr.cfg (includes some quick commands for starting devmaps)
- More robust demo.cfg
- Made entire configuration Y2K Compliant


1.1
- Added teamplay.cfg to toggle chattimes and the teamplay overlay.
- Upgraded sobctf.cfg to version 2.1


1.0
- New CTF comm binds in a script.
- Added comments to settings.cfg and deleted a few settings that were already default.
- Cleaned up ordering of binds in binds.cfg.
- Added demo.cfg script.
