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8.0.0 - Troubleshooting & Bug Reporting
8.1.0 - Where to report bugs
We completely welcome any and all bug reports and suggestions you may have. Please post what you find or what you suggest on the RQ3 Forum we have devoted to feedback from the players:
http://www.reactionquake3.com/phpBB2/viewforum.php?f=2
Although we'd like to pretend that no one will have any problem with RQ3, we realize there will most likely be a few things that crop up. Once we have more information on what problems players experience this section will be greatly expanded with resolutions to those problems.
8.2.0 - My mousewheel doesn't work?!@
Find the \in_mouse "1" cvar and change the "1" to "-1"
8.3.0 - ASE (All-Seeing Eye) filter?
quake3/other/reaction, I believe. I have heard that ASE has issued some update that adds full support for RQ3!
8.4.0 - How do I use "alias" in Q3?
Basically, you change "alias" with "vstr". The following website may prove to be helpful:
http://ucguides.savagehelp.com/Quake3/aliasreplacment.html
8.5.0 - How do I toggle my "special weapon"?
In the UI, options->controls->reaction->Special Weapon Cycle
8.6.0 - Zooming sensitivity?
cg_RQ3_ssgSensitivityAuto [0/1] (default 1)
Toggles the use of automatic (default) Q3-zoom style sensitivity adjustment or manual adjustment via the sensitivity cvars. Set this to "0" if you want the sensitivity to stay the same when zooming.
8.7.0 - Custom packs/skins/scopes?
Due to Q3's sv_pure, you cannot modify your RQ3 files and still play online at most servers. This is done to help prevent cheating in servers. It ain't perfect but it does its job relatively well. RQ3 will eventually support user-made weapon and scope replacements. We did not have time to implement this for 2.2 but rest assured that this IS something we are looking into. For those who just want a different sniper scope:
/cg_rq3_ssgCrosshair "0"
The default is "0" and the sniper crosshairs included in 2.2 are:
/cg_rq3_ssgCrosshair "0"![]() |
/cg_rq3_ssgCrosshair "1"![]() |
/cg_rq3_ssgCrosshair "2"![]() |
/cg_rq3_ssgCrosshair "3"![]() |
/cg_rq3_ssgCrosshair "4"![]() |
/cg_rq3_ssgCrosshair "5"![]() |
8.8.0 - Only 3 RQ3 servers? (there's around 70)
There is an issue with the Q3 in-game browser where it only returns the first 2048 servers from the Quake 3 master server listings. This means that if there are only 3 RQ3 servers in that first 2048, only 3 RQ3 servers appear in the in-game browser. If there are 50 RQ3 servers, you'll be able to see all 50. This is something that we are addressing for a future release.
For now, however, please look at some of the alternative Quake 3 server browsers at the link below. There are browsers for Windows, Linux, and Macintosh and they should be able to find Reaction servers for you to play on!
8.9.0 - The SSG is inaccurate! (no it's not!)
There was a problem with the SSG code in the pre-2.25 releases. Basically, our sniper rifle piggybacked on the Quake 3 railgun code. The problem existed in the Q3 code as well. We have since corrected that issue and the SSG as of version 2.25 now shoots exactly where you aim for. There's one catch in 2.25, though. The weapon impact marks are still using the inaccurate determination method for figuring out where to draw the bullet mark. If you zoom in with the SSG to 4x and aim for someone on the side of the head, the person will get shot but the bullet impact might look like it is shooting too far to the side.
Just be aware that in testing with a wall and the SSG alone on a server, you WILL appear to be missing ever so slightly where you are aiming for while zoomed with the SSG--because the bullet impact is not matched up with where the actual shot went. If you're actually shooting at someone, though, the bullet really WILL be hitting where you are aiming for. So while it might be a little disconcerting, trust us--you will be able to hit accurately when it counts. Just ignore the impact effects... they will be a tad off. The hit determination, though, which is separate, will be spot-on.
8.10.0 - How do people run/jump so fast/far?
This is a technique from Quake 2 called "strafejumping" and it entails using the strafe key (or moveleft/moveright) while jumping and turning ever so slightly. Using this method you can build up incredible speed and perform trick jumps you otherwise never could! There are other techniques as well called "doublejumping", "ramp jumping", and "ledge jumping." In a future revision of the manual we will try to include a tutorial on how to do these trick jumping techniques. It is like learning to ride a bicycle--you fall at first and it is hard to learn but once you learn it you never forget it!
Last updated: September 9, 2002