Quake engines support other configuration options that aren’t often exposed in the in-game menus. It varies from engine to engine, but items omitted from the menus can include some pretty important things like autoaim, the framerate cap, and even whether you have a crosshair onscreen.
Use a text editor to open the “autoexec-cfg-example-annotated.txt” file inside the “id1” folder and have a look at some of the example settings described there. You can copy interesting settings into your own “autoexec.cfg” file in the “id1” folder, and modify their values there as you like.
If you don’t already have your own “autoexec.cfg” file, you can rename the “autoexec.cfg.example” file to “autoexec.cfg” and use that as a starting point.
(Do not just rename the “autoexec-cfg-example-annotated.txt” file for this purpose, as the extra comments in that “annotated” file will cause problems with the config file size limits in some Quake engines.)
A summary of what you can do with the settings shown in those files: unlock a higher framerate, disable autoaim, get a crosshair, configure “pixely textures”, adjust weapon position to be more “authentic”, configure old-style square particles, change the amount of water transparency, and/or revert to old-style jerky animations.
Note that if you use the in-game menus to affect some setting that you also have in your “autoexec.cfg” file, the “autoexec.cfg” value is the one that will be restored next time Quake starts… the contents of “autoexec.cfg” always take priority over anything set through the menus. This is true regardless of which Quake engine you are using.
Using the Quake console and config files¶
Many other settings are available. You can also keybind other actions beyond what the menus allow. There’s a few ways you can edit these other settings and keybindings, including changing them interactively using the Quake console or by editing config files.
The “about Quake config files” section of “autoexec-cfg-example-annotated.txt” discusses the config file situation a bit more. Beyond that, these docs won’t get into a lot of detail about Quake configuration; if you’re interested there are lots of Web resources such as:
Besides configuring Quake itself, you may also want to change the behavior of Quakestarter. This includes adding a new Quake engine to use (if you don’t want to use vkQuake or Ironwail) and several other things about how addons are downloaded, installed, and launched.
Quakestarter should work fine out-of-the-box without changing any of that configuration, but if you want to dig in, see the Advanced Configuration chapter (under Other Topics).