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| Name | Default Value | Description |
|---|---|---|
| _cl_color | 0 | internal storage cvar for current player colors (changed by color command) |
| _cl_name | player | internal storage cvar for current player name (changed by name command) |
| _cl_playermodel | internal storage cvar for current player model in Nexuiz/Xonotic (changed by playermodel command) | |
| _cl_playerskin | internal storage cvar for current player skin in Nexuiz/Xonotic (changed by playerskin command) | |
| _cl_pmodel | 0 | internal storage cvar for current player model number in nehahra (changed by pmodel command) |
| _cl_rate | 20000 | internal storage cvar for current rate (changed by rate command) |
| _cl_rate_burstsize | 1024 | internal storage cvar for current rate control burst size (changed by rate_burstsize command) |
| _snd_mixahead | 0.15 | how much sound to mix ahead of time |
| ambient_fade | 100 | rate of volume fading when moving from one environment to another |
| ambient_level | 0.3 | volume of environment noises (water and wind) |
| bgmvolume | 1 | volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg) |
| cdaudio | 1 | CD playing mode (0 = never access CD drive, 1 = play CD tracks if no replacement available, 2 = play fake tracks if no CD track available, 3 = play only real CD tracks, 4 = play real CD tracks even instead of named fake tracks) |
| cdaudioinitialized | 1 | indicates if CD Audio system is active |
| chase_active | 0 | enables chase cam |
| chase_back | 48 | chase cam distance from the player |
| chase_overhead | 0 | chase cam looks straight down if this is not zero |
| chase_pitchangle | 55 | chase cam pitch angle |
| chase_stevie | 0 | (GOODVSBAD2 only) chase cam view from above |
| chase_up | 24 | chase cam distance from the player |
| cl_anglespeedkey | 1.5 | how much +speed multiplies keyboard turning speed |
| cl_autodemo | 0 | records every game played, using the date/time and map name to name the demo file |
| cl_autodemo_delete | 0 | Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on |
| cl_autodemo_nameformat | autodemos/%Y-%m-%d_%H-%M | The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes) |
| cl_backspeed | 200 | backward movement speed |
| cl_beams_instantaimhack | 0 | makes your lightning gun aiming update instantly |
| cl_beams_lightatend | 0 | make a light at the end of the beam |
| cl_beams_polygons | 1 | use beam polygons instead of models |
| cl_beams_quakepositionhack | 1 | makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld) |
| cl_bob | 0.02 | view bobbing amount |
| cl_bob2 | 0 | sideways view bobbing amount |
| cl_bob2cycle | 0.6 | sideways view bobbing speed |
| cl_bob2smooth | 0.05 | how fast the view goes back when you stop touching the ground |
| cl_bobcycle | 0.6 | view bobbing speed |
| cl_bobfall | 0 | how much the view swings down when falling (influenced by the speed you hit the ground with) |
| cl_bobfallcycle | 3 | speed of the bobfall swing |
| cl_bobfallminspeed | 200 | necessary amount of speed for bob-falling to occur |
| cl_bobmodel | 1 | enables gun bobbing |
| cl_bobmodel_side | 0.1 | gun bobbing sideways sway amount |
| cl_bobmodel_speed | 7 | gun bobbing speed |
| cl_bobmodel_up | 0.1 | gun bobbing upward movement amount |
| cl_bobup | 0.5 | view bobbing adjustment that makes the up or down swing of the bob last longer |
| cl_capturevideo | 0 | enables saving of video to a .avi file using uncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboost affects the brightness of the output) |
| cl_capturevideo_demo_stop | 1 | automatically stops video recording when demo ends |
| cl_capturevideo_fps | 30 | how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful) |
| cl_capturevideo_framestep | 1 | when set to n >= 1, render n frames to capture one (useful for motion blur like effects) |
| cl_capturevideo_height | 0 | scales all frames to this resolution before saving the video |
| cl_capturevideo_nameformat | dpvideo | prefix for saved videos (the date is encoded using strftime escapes) |
| cl_capturevideo_number | 1 | number to append to video filename, incremented each time a capture begins |
| cl_capturevideo_ogg | 1 | save captured video data as Ogg/Vorbis/Theora streams |
| cl_capturevideo_ogg_theora_bitrate | -1 | video bitrate (45 to 2000 kbps), or -1 to use quality only; higher is better; setting both to -1 achieves unlimited quality |
| cl_capturevideo_ogg_theora_keyframe_auto_threshold | 80 | threshold for key frame decision (0 to 100) |
| cl_capturevideo_ogg_theora_keyframe_bitrate_multiplier | 1.5 | how much more bit rate to use for keyframes, specified as a factor of at least 1 |
| cl_capturevideo_ogg_theora_keyframe_maxinterval | 64 | maximum keyframe interval (1 to 1000) |
| cl_capturevideo_ogg_theora_keyframe_mininterval | 8 | minimum keyframe interval (1 to 1000) |
| cl_capturevideo_ogg_theora_noise_sensitivity | 1 | video noise sensitivity (0 to 6); lower is better |
| cl_capturevideo_ogg_theora_quality | 48 | video quality factor (0 to 63), or -1 to use bitrate only; higher is better; setting both to -1 achieves unlimited quality |
| cl_capturevideo_ogg_theora_vp3compat | 1 | make VP3 compatible theora streams |
| cl_capturevideo_ogg_vorbis_quality | 3 | audio quality (-1 to 10); higher is better |
| cl_capturevideo_printfps | 1 | prints the frames per second captured in capturevideo (is only written to the log file, not to the console, as that would be visible on the video) |
| cl_capturevideo_realtime | 0 | causes video saving to operate in realtime (mostly useful while playing, not while capturing demos), this can produce a much lower quality video due to poor sound/video sync and will abort saving if your machine stalls for over a minute |
| cl_capturevideo_width | 0 | scales all frames to this resolution before saving the video |
| cl_csqc_generatemousemoveevents | 1 | enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec |
| cl_curl_enabled | 1 | whether client's download support is enabled |
| cl_curl_maxdownloads | 1 | maximum number of concurrent HTTP/FTP downloads |
| cl_curl_maxspeed | 300 | maximum download speed (KiB/s) |
| cl_curl_useragent | 1 | send the User-Agent string (note: turning this off may break stuff) |
| cl_curl_useragent_append | a string to append to the User-Agent string (useful for name and version number of your mod) | |
| cl_deathfade | 0 | fade screen to dark red when dead, value represents how fast the fade is (higher is faster) |
| cl_deathnoviewmodel | 1 | hides gun model when dead |
| cl_deathscoreboard | 1 | shows scoreboard (+showscores) while dead |
| cl_decals | 1 | enables decals (bullet holes, blood, etc) |
| cl_decals_bias | 0.125 | distance to bias decals from surface to prevent depth fighting |
| cl_decals_fadetime | 1 | how long decals take to fade away |
| cl_decals_max | 4096 | maximum number of decals allowed to exist in the world at once |
| cl_decals_models | 0 | enables decals on animated models (if newsystem is also 1) |
| cl_decals_newsystem | 1 | enables new advanced decal system |
| cl_decals_newsystem_bloodsmears | 1 | enable use of particle velocity as decal projection direction rather than surface normal |
| cl_decals_newsystem_immediatebloodstain | 2 | 0: no on-spawn blood stains; 1: on-spawn blood stains for pt_blood; 2: always use on-spawn blood stains |
| cl_decals_newsystem_intensitymultiplier | 2 | boosts intensity of decals (because the distance fade can make them hard to see otherwise) |
| cl_decals_time | 20 | how long before decals start to fade away |
| cl_decals_visculling | 1 | perform a very cheap check if each decal is visible before drawing |
| cl_demo_mousegrab | 0 | Allows reading the mouse input while playing demos. Useful for camera mods developed in csqc. (0: never, 1: always) |
| cl_dlights_decaybrightness | 1 | reduces brightness of light flashes over time |
| cl_dlights_decayradius | 1 | reduces size of light flashes over time |
| cl_explosions_alpha_end | 0 | end alpha of an explosion shell (just before it disappears) |
| cl_explosions_alpha_start | 1.5 | starting alpha of an explosion shell |
| cl_explosions_lifetime | 0.5 | how long an explosion shell lasts |
| cl_explosions_size_end | 128 | ending alpha of an explosion shell (just before it disappears) |
| cl_explosions_size_start | 16 | starting size of an explosion shell |
| cl_followmodel | 1 | enables gun following |
| cl_followmodel_side_highpass | 5 | gun following sideways highpass in 1/s |
| cl_followmodel_side_highpass1 | 30 | gun following sideways pre-highpass in 1/s |
| cl_followmodel_side_limit | 6 | gun following sideways limit |
| cl_followmodel_side_lowpass | 10 | gun following sideways lowpass in 1/s |
| cl_followmodel_side_speed | 0.25 | gun following sideways speed |
| cl_followmodel_up_highpass | 2 | gun following upward highpass in 1/s |
| cl_followmodel_up_highpass1 | 60 | gun following upward pre-highpass in 1/s |
| cl_followmodel_up_limit | 5 | gun following upward limit |
| cl_followmodel_up_lowpass | 10 | gun following upward lowpass in 1/s |
| cl_followmodel_up_speed | 0.5 | gun following upward speed |
| cl_forwardspeed | 250 | forward movement speed |
| cl_gameplayfix_soundsmovewithentities | 1 | causes sounds made by lifts, players, projectiles, and any other entities, to move with the entity, so for example a rocket noise follows the rocket rather than staying at the starting position |
| cl_iplog_name | darkplaces_iplog.txt | name of iplog file containing player addresses for iplog_list command and automatic ip logging when parsing status command |
| cl_itembobheight | 0 | how much items bob up and down (try 8) |
| cl_itembobspeed | 0.5 | how frequently items bob up and down |
| cl_joinbeforedownloadsfinish | 1 | if non-zero the game will begin after the map is loaded before other downloads finish |
| cl_leanmodel | 1 | enables gun leaning |
| cl_leanmodel_side_highpass | 3 | gun leaning sideways highpass in 1/s |
| cl_leanmodel_side_highpass1 | 30 | gun leaning sideways pre-highpass in 1/s |
| cl_leanmodel_side_limit | 35 | gun leaning sideways limit |
| cl_leanmodel_side_lowpass | 20 | gun leaning sideways lowpass in 1/s |
| cl_leanmodel_side_speed | 0.7 | gun leaning sideways speed |
| cl_leanmodel_up_highpass | 15 | gun leaning upward highpass in 1/s |
| cl_leanmodel_up_highpass1 | 5 | gun leaning upward pre-highpass in 1/s |
| cl_leanmodel_up_limit | 50 | gun leaning upward limit |
| cl_leanmodel_up_lowpass | 20 | gun leaning upward lowpass in 1/s |
| cl_leanmodel_up_speed | 0.65 | gun leaning upward speed |
| cl_lerpanim_maxdelta_framegroups | 0.1 | maximum frame delta for smoothing between framegroups (when 0, one network frame) |
| cl_lerpanim_maxdelta_server | 0.1 | maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame) |
| cl_lerpexcess | 0 | maximum allowed lerp excess (hides, not fixes, some packet loss) |
| cl_maxfps | 250 | maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs) |
| cl_maxfps_alwayssleep | 1 | gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0 |
| cl_maxidlefps | 20 | maximum fps cap when the game is not the active window (makes cpu time available to other programs |
| cl_maxphysicsframesperserverframe | 10 | maximum number of physics frames per server frame |
| cl_minfps | 40 | minimum fps target - while the rendering performance is below this, it will drift toward lower quality |
| cl_minfps_fade | 1 | how fast the quality adapts to varying framerate |
| cl_minfps_force | 0 | also apply quality reductions in timedemo/capturevideo |
| cl_minfps_qualityhysteresis | 0.05 | reduce all quality increments by this to reduce flickering |
| cl_minfps_qualitymax | 1 | highest allowed drawdistance multiplier |
| cl_minfps_qualitymin | 0.25 | lowest allowed drawdistance multiplier |
| cl_minfps_qualitymultiply | 0.2 | multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time) |
| cl_minfps_qualitystepmax | 0.1 | maximum quality change in a single frame |
| cl_movecliptokeyboard | 0 | if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount |
| cl_movement | 1 | enables clientside prediction of your player movement |
| cl_movement_accelerate | 10 | how fast you accelerate (should match sv_accelerate) |
| cl_movement_airaccel_qw | 1 | ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move |
| cl_movement_airaccel_sideways_friction | 0 | anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger |
| cl_movement_airaccelerate | -1 | how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead |
| cl_movement_edgefriction | 1 | how much to slow down when you may be about to fall off a ledge (should match edgefriction) |
| cl_movement_friction | 4 | how fast you slow down (should match sv_friction) |
| cl_movement_jumpvelocity | 270 | how fast you move upward when you begin a jump (should match the quakec code) |
| cl_movement_maxairspeed | 30 | how fast you can move while in the air (should match sv_maxairspeed) |
| cl_movement_maxspeed | 320 | how fast you can move (should match sv_maxspeed) |
| cl_movement_minping | 0 | whether to use prediction when ping is lower than this value in milliseconds |
| cl_movement_nettimeout | 0.3 | stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds |
| cl_movement_replay | 1 | use engine prediction |
| cl_movement_stepheight | 18 | how tall a step you can step in one instant (should match sv_stepheight) |
| cl_movement_stopspeed | 100 | speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed) |
| cl_movement_track_canjump | 1 | track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some "sliding" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too |
| cl_movement_wallfriction | 1 | how fast you slow down while sliding along a wall (should match sv_wallfriction) |
| cl_movement_wateraccelerate | -1 | how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead |
| cl_movement_waterfriction | -1 | how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead |
| cl_movespeedkey | 2.0 | how much +speed multiplies keyboard movement speed |
| cl_netfps | 72 | how many input packets to send to server each second |
| cl_netimmediatebuttons | 1 | sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon) |
| cl_netlocalping | 0 | lags local loopback connection by this much ping time (useful to play more fairly on your own server with people with higher pings) |
| cl_netpacketloss_receive | 0 | drops this percentage of incoming packets, useful for testing network protocol robustness (jerky movement, effects failing to start, sounds failing to play, etc) |
| cl_netpacketloss_send | 0 | drops this percentage of outgoing packets, useful for testing network protocol robustness (jerky movement, prediction errors, etc) |
| cl_netrepeatinput | 1 | how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1) |
| cl_nettimesyncboundmode | 6 | method of restricting client time to valid values, 0 = no correction, 1 = tight bounding (jerky with packet loss), 2 = loose bounding (corrects it if out of bounds), 3 = leniant bounding (ignores temporary errors due to varying framerate), 4 = slow adjustment method from Quake3, 5 = slighttly nicer version of Quake3 method, 6 = bounding + Quake3 |
| cl_nettimesyncboundtolerance | 0.25 | how much error is tolerated by bounding check, as a fraction of frametime, 0.25 = up to 25% margin of error tolerated, 1 = use only new time, 0 = use only old time (same effect as setting cl_nettimesyncfactor to 1) |
| cl_nettimesyncfactor | 0 | rate at which client time adapts to match server time, 1 = instantly, 0.125 = slowly, 0 = not at all (bounding still applies) |
| cl_nodelta | 0 | disables delta compression of non-player entities in QW network protocol |
| cl_nolerp | 0 | network update smoothing |
| cl_noplayershadow | 0 | hide player shadow |
| cl_particles | 1 | enables particle effects |
| cl_particles_alpha | 1 | multiplies opacity of particles |
| cl_particles_blood | 1 | enables blood effects |
| cl_particles_blood_alpha | 1 | opacity of blood, does not affect decals |
| cl_particles_blood_bloodhack | 1 | make certain quake particle() calls create blood effects instead |
| cl_particles_blood_decal_alpha | 1 | opacity of blood decal |
| cl_particles_blood_decal_scalemax | 2 | maximal random scale of decal |
| cl_particles_blood_decal_scalemin | 1.5 | minimal random scale of decal |
| cl_particles_bubbles | 1 | enables bubbles (used by multiple effects) |
| cl_particles_bulletimpacts | 1 | enables bulletimpact effects |
| cl_particles_collisions | 1 | allow costly collision detection on particles (sparks that bounce, particles not going through walls, blood hitting surfaces, etc) |
| cl_particles_explosions_shell | 0 | enables polygonal shell from explosions |
| cl_particles_explosions_sparks | 1 | enables sparks from explosions |
| cl_particles_forcetraileffects | 0 | force trails to be displayed even if a non-trail draw primitive was used (debug/compat feature) |
| cl_particles_quake | 0 | makes particle effects look mostly like the ones in Quake |
| cl_particles_quality | 1 | multiplies number of particles |
| cl_particles_rain | 1 | enables rain effects |
| cl_particles_size | 1 | multiplies particle size |
| cl_particles_smoke | 1 | enables smoke (used by multiple effects) |
| cl_particles_smoke_alpha | 0.5 | smoke brightness |
| cl_particles_smoke_alphafade | 0.55 | brightness fade per second |
| cl_particles_snow | 1 | enables snow effects |
| cl_particles_sparks | 1 | enables sparks (used by multiple effects) |
| cl_particles_visculling | 0 | perform a costly check if each particle is visible before drawing |
| cl_pitchspeed | 150 | keyboard pitch turning speed |
| cl_port | 0 | forces client to use chosen port number if not 0 |
| cl_prydoncursor | 0 | enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc |
| cl_prydoncursor_notrace | 0 | disables traceline used in prydon cursor reporting to the game, saving some cpu time |
| cl_readpicture_force | 0 | when enabled, the low quality pictures read by ReadPicture() are preferred over the high quality pictures on the file system |
| cl_rollangle | 2.0 | how much to tilt the view when strafing |
| cl_rollspeed | 200 | how much strafing is necessary to tilt the view |
| cl_serverextension_download | 0 | indicates whether the server supports the download command |
| cl_shownet | 0 | 1 = print packet size, 2 = print packet message list |
| cl_sidespeed | 225 | strafe movement speed |
| cl_smoothviewheight | 0 | time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition. |
| cl_sound_hknighthit | hknight/hit.wav | sound to play during TE_KNIGHTSPIKE (empty cvar disables sound) |
| cl_sound_r_exp3 | weapons/r_exp3.wav | sound to play during TE_EXPLOSION and related effects (empty cvar disables sound) |
| cl_sound_ric1 | weapons/ric1.wav | sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) |
| cl_sound_ric2 | weapons/ric2.wav | sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) |
| cl_sound_ric3 | weapons/ric3.wav | sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) |
| cl_sound_ric_gunshot | 0 | specifies if and when the related cl_sound_ric and cl_sound_tink sounds apply to TE_GUNSHOT/TE_GUNSHOTQUAD, 0 = no sound, 1 = TE_GUNSHOT, 2 = TE_GUNSHOTQUAD, 3 = TE_GUNSHOT and TE_GUNSHOTQUAD |
| cl_sound_tink1 | weapons/tink1.wav | sound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound) |
| cl_sound_wizardhit | wizard/hit.wav | sound to play during TE_WIZSPIKE (empty cvar disables sound) |
| cl_stainmaps | 0 | stains lightmaps, much faster than decals but blurred |
| cl_stainmaps_clearonload | 1 | clear stainmaps on map restart |
| cl_stairsmoothspeed | 160 | how fast your view moves upward/downward when running up/down stairs |
| cl_upspeed | 400 | vertical movement speed (while swimming or flying) |
| cl_video_brightness | 1 | brightness of video, 1 = fullbright, 0.75 - 3/4 etc. |
| cl_video_fadein | 0 | fading-from-black effect once video is started, in seconds |
| cl_video_fadeout | 0 | fading-to-black effect once video is ended, in seconds |
| cl_video_keepaspectratio | 0 | keeps aspect ratio of fullscreen videos, leaving black color on unfilled areas, a value of 2 let video to be stretched horizontally with top & bottom being sliced out |
| cl_video_scale | 1 | scale of video, 1 = fullscreen, 0.75 - 3/4 of screen etc. |
| cl_video_scale_vpos | 0 | vertical align of scaled video, -1 is top, 1 is bottom |
| cl_video_stipple | 0 | draw interlacing-like effect on videos, similar to scr_stipple but static and used only with video playing. |
| cl_video_subtitles | 0 | show subtitles for videos (if they are present) |
| cl_video_subtitles_lines | 4 | how many lines to occupy for subtitles |
| cl_video_subtitles_textsize | 16 | textsize for subtitles |
| cl_viewmodel_scale | 1 | changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible |
| cl_worldbasename | name of current worldmodel without maps/ prefix or extension | |
| cl_worldmessage | title of current level | |
| cl_worldname | name of current worldmodel | |
| cl_worldnamenoextension | name of current worldmodel without extension | |
| cl_yawspeed | 140 | keyboard yaw turning speed |
| cmdline | C:\darkplaces.exe | // contains commandline the engine was launched with |
| collision_cache | 1 | store results of collision traces for next frame to reuse if possible (optimization) |
| collision_debug_tracelineasbox | 0 | workaround for any bugs in Collision_TraceLineBrushFloat by using Collision_TraceBrushBrushFloat |
| collision_extendmovelength | 16 | internal bias on trace length to ensure detection of collisions within the collision_impactnudge distance so that short moves do not degrade across frames (this does not alter the final trace length) |
| collision_extendtraceboxlength | 1 | internal bias for tracebox() qc builtin to account for collision_impactnudge (this does not alter the final trace length) |
| collision_extendtracelinelength | 1 | internal bias for traceline() qc builtin to account for collision_impactnudge (this does not alter the final trace length) |
| collision_impactnudge | 0.03125 | how much to back off from the impact |
| collision_triangle_axialsides | 1 | generate axially-aligned edge planes on triangles - otherwise use perpendicular edge planes |
| collision_triangle_bevelsides | 0 | generate sloped edge planes on triangles - if 0, see axialedgeplanes |
| con_chat | 0 | how many chat lines to show in a dedicated chat area |
| con_chatpos | 0 | where to put chat (negative: lines from bottom of screen, positive: lines below notify, 0: at top) |
| con_chatrect | 0 | use con_chatrect_x and _y to position con_notify and con_chat freely instead of con_chatpos |
| con_chatrect_x | where to put chat, relative x coordinate of left edge on screen (use con_chatwidth for width) | |
| con_chatrect_y | where to put chat, relative y coordinate of top edge on screen (use con_chat for line count) | |
| con_chatsize | 8 | chat text size in virtual 2D pixels (if con_chat is enabled) |
| con_chatsound | 1 | enables chat sound to play on message |
| con_chattime | 30 | how long chat lines last, in seconds |
| con_chatwidth | 1.0 | relative chat window width |
| con_closeontoggleconsole | 1 | allows toggleconsole binds to close the console as well; when set to 2, this even works when not at the start of the line in console input; when set to 3, this works even if the toggleconsole key is the color tag |
| con_completion_exec | *.cfg | completion pattern for the exec command |
| con_completion_playdemo | *.dem | completion pattern for the playdemo command |
| con_completion_timedemo | *.dem | completion pattern for the timedemo command |
| con_nickcompletion | 1 | tab-complete nicks in console and message input |
| con_nickcompletion_flags | 11 | Bitfield: 0: add nothing after completion. 1: add the last color after completion. 2: add a quote when starting a quote instead of the color. 4: will replace 1, will force color, even after a quote. 8: ignore non-alphanumerics. 16: ignore spaces. |
| con_notify | 4 | how many notify lines to show |
| con_notifyalign | how to align notify lines: 0 = left, 0.5 = center, 1 = right, empty string = game default) | |
| con_notifysize | 8 | notify text size in virtual 2D pixels |
| con_notifytime | 3 | how long notify lines last, in seconds |
| con_textsize | 8 | console text size in virtual 2D pixels |
| condump_stripcolors | 0 | strip color codes from console dumps |
| coop | 0 | coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch) |
| crosshair | 1 | selects crosshair to use (0 is none) |
| crosshair_color_alpha | 1 | how opaque the crosshair should be |
| crosshair_color_blue | 1 | customizable crosshair color |
| crosshair_color_green | 1 | customizable crosshair color |
| crosshair_color_red | 1 | customizable crosshair color |
| crosshair_size | 1 | adjusts size of the crosshair on the screen |
| csqc_progcrc | -1 | CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1 |
| csqc_progname | csprogs.dat | name of csprogs.dat file to load |
| csqc_progsize | -1 | file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1 |
| csqc_usedemoprogs | 1 | use csprogs stored in demos |
| cutscene | 1 | enables cutscenes in nehahra, can be used by other mods |
| deathmatch | 0 | deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons) |
| developer | 0 | shows debugging messages and information (recommended for all developers and level designers); the value -1 also suppresses buffering and logging these messages |
| developer_entityparsing | 0 | prints detailed network entities information each time a packet is received |
| developer_extra | 0 | prints additional debugging messages, often very verbose! |
| developer_font | 0 | prints debug messages about fonts |
| developer_insane | 0 | prints huge streams of information about internal workings, entire contents of files being read/written, etc. Not recommended! |
| developer_loadfile | 0 | prints name and size of every file loaded via the FS_LoadFile function (which is almost everything) |
| developer_loading | 0 | prints information about files as they are loaded or unloaded successfully |
| developer_memory | 0 | prints debugging information about memory allocations |
| developer_memorydebug | 0 | enables memory corruption checks (very slow) |
| developer_networkentities | 0 | prints received entities, value is 0-10 (higher for more info, 10 being the most verbose) |
| developer_networking | 0 | prints all received and sent packets (recommended only for debugging) |
| developer_texturelogging | 0 | produces a textures.log file containing names of skins and map textures the engine tried to load |
| edgefriction | 1 | how much you slow down when nearing a ledge you might fall off, multiplier of sv_friction (Quake used 2, QuakeWorld used 1 due to a bug in physics code) |
| forceqmenu | 0 | enables the quake menu instead of the quakec menu.dat (if present) |
| fov | 90 | field of vision, 1-170 degrees, default 90, some players use 110-130 |
| fraglimit | 0 | ends level if this many frags is reached by any player |
| freelook | 1 | mouse controls pitch instead of forward/back |
| fs_empty_files_in_pack_mark_deletions | 0 | if enabled, empty files in a pak/pk3 count as not existing but cancel the search in further packs, effectively allowing patch pak/pk3 files to 'delete' files |
| fs_gamedir | the list of currently selected gamedirs (use the 'gamedir' command to change this) | |
| gamecfg | 0 | unused cvar in quake, can be used by mods |
| gameversion | 0 | version of game data (mod-specific) to be sent to querying clients |
| gameversion_max | -1 | maximum version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible; if -1, gameversion is used alone |
| gameversion_min | -1 | minimum version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible; if -1, gameversion is used alone |
| gl_combine | 1 | indicates whether the OpenGL 1.3 rendering path is active |
| gl_dither | 1 | enables OpenGL dithering (16bit looks bad with this off) |
| gl_ext_separatestencil | 1 | make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension |
| gl_ext_stenciltwoside | 1 | make use of GL_EXT_stenciltwoside extension (NVIDIA only) |
| gl_finish | 0 | make the cpu wait for the graphics processor at the end of each rendered frame (can help with strange input or video lag problems on some machines) |
| gl_flashblend | 0 | render bright coronas for dynamic lights instead of actual lighting, fast but ugly |
| gl_info_driver | name of driver library (opengl32.dll, libGL.so.1, or whatever). | |
| gl_info_extensions | indicates extension list found by engine, space separated. | |
| gl_info_platform | indicates GL platform: WGL, GLX, or AGL. | |
| gl_info_renderer | indicates graphics chip model and other information | |
| gl_info_vendor | indicates brand of graphics chip | |
| gl_info_version | indicates version of current renderer. begins with 1.0.0, 1.1.0, 1.2.0, 1.3.1 etc. | |
| gl_lightmaps | 0 | draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading |
| gl_max_lightmapsize | 1024 | maximum allowed texture size for lightmap textures, use larger values to improve rendering speed, as long as there is enough video memory available (setting it too high for the hardware will cause very bad performance) |
| gl_max_size | 2048 | maximum allowed texture size, can be used to reduce video memory usage, limited by hardware capabilities (typically 2048, 4096, or 8192) |
| gl_mesh_drawrangeelements | 1 | use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing) |
| gl_mesh_testmanualfeeding | 0 | use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements) |
| gl_nopartialtextureupdates | 0 | use alternate path for dynamic lightmap updates that avoids a possibly slow code path in the driver |
| gl_paranoid | 0 | enables OpenGL error checking and other tests |
| gl_picmip | 0 | reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75% |
| gl_picmip_other | 0 | extra picmip level for other textures (may be negative, which will then reduce gl_picmip for these) |
| gl_picmip_sprites | 0 | extra picmip level for sprite textures (may be negative, which will then reduce gl_picmip for these) |
| gl_picmip_world | 0 | extra picmip level for world textures (may be negative, which will then reduce gl_picmip for these) |
| gl_polyblend | 1 | tints view while underwater, hurt, etc |
| gl_printcheckerror | 0 | prints all OpenGL error checks, useful to identify location of driver crashes |
| gl_texture_anisotropy | 1 | anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values |
| gl_texturecompression | 0 | whether to compress textures, a value of 0 disables compression (even if the individual cvars are 1), 1 enables fast (low quality) compression at startup, 2 enables slow (high quality) compression at startup |
| gl_texturecompression_2d | 0 | whether to compress 2d (hud/menu) textures other than the font |
| gl_texturecompression_color | 1 | whether to compress colormap (diffuse) textures |
| gl_texturecompression_gloss | 1 | whether to compress glossmap (specular) textures |
| gl_texturecompression_glow | 1 | whether to compress glowmap (luma) textures |
| gl_texturecompression_lightcubemaps | 1 | whether to compress light cubemaps (spotlights and other light projection images) |
| gl_texturecompression_normal | 0 | whether to compress normalmap (normalmap) textures |
| gl_texturecompression_q3bspdeluxemaps | 0 | whether to compress deluxemaps in q3bsp format levels (only levels compiled with q3map2 -deluxe have these) |
| gl_texturecompression_q3bsplightmaps | 0 | whether to compress lightmaps in q3bsp format levels |
| gl_texturecompression_reflectmask | 1 | whether to compress reflection cubemap masks (mask of which areas of the texture should reflect the generic shiny cubemap) |
| gl_texturecompression_sky | 0 | whether to compress sky textures |
| gl_texturecompression_sprites | 1 | whether to compress sprites |
| gl_vbo | 3 | make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface) |
| gl_vbo_dynamicindex | 0 | make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles |
| gl_vbo_dynamicvertex | 0 | make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles |
| halflifebsp | 0 | indicates the current map is hlbsp format (useful to know because of different bounding box sizes) |
| host_framerate | 0 | locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed |
| host_maxwait | 1000 | maximum sleep time requested from the operating system in millisecond. Larger sleeps will be done using multiple host_maxwait length sleeps. Lowering this value will increase CPU load, but may help working around problems with accuracy of sleep times. |
| host_speeds | 0 | reports how much time is used in server/graphics/sound |
| hostname | UNNAMED | server message to show in server browser |
| in_pitch_max | 90 | how far you can aim downward (quake used 80) |
| in_pitch_min | -90 | how far you can aim upward (quake used -70) |
| joy_active | 0 | indicates that a joystick is active (detected and enabled) |
| joy_axisforward | 1 | which joystick axis to query for forward/backward movement |
| joy_axiskeyevents | 0 | generate uparrow/leftarrow etc. keyevents for joystick axes, use if your joystick driver is not generating them |
| joy_axiskeyevents_deadzone | 0.5 | deadzone value for axes |
| joy_axispitch | 3 | which joystick axis to query for looking up/down |
| joy_axisside | 0 | which joystick axis to query for right/left movement |
| joy_axisup | -1 | which joystick axis to query for up/down movement |
| joy_axisyaw | 2 | which joystick axis to query for looking right/left |
| joy_deadzoneforward | 0 | deadzone tolerance, suggested values are in the range 0 to 0.01 |
| joy_deadzonepitch | 0 | deadzone tolerance, suggested values are in the range 0 to 0.01 |
| joy_deadzoneside | 0 | deadzone tolerance, suggested values are in the range 0 to 0.01 |
| joy_deadzoneup | 0 | deadzone tolerance, suggested values are in the range 0 to 0.01 |
| joy_deadzoneyaw | 0 | deadzone tolerance, suggested values are in the range 0 to 0.01 |
| joy_detected | 0 | number of joysticks detected by engine |
| joy_enable | 0 | enables joystick support |
| joy_index | 0 | selects which joystick to use if you have multiple (0 uses the first controller, 1 uses the second, ...) |
| joy_sensitivityforward | -1 | movement multiplier |
| joy_sensitivitypitch | 1 | movement multiplier |
| joy_sensitivityside | 1 | movement multiplier |
| joy_sensitivityup | 1 | movement multiplier |
| joy_sensitivityyaw | -1 | movement multiplier |
| joy_x360_axisforward | 1 | which joystick axis to query for forward/backward movement |
| joy_x360_axispitch | 3 | which joystick axis to query for looking up/down |
| joy_x360_axisside | 0 | which joystick axis to query for right/left movement |
| joy_x360_axisup | -1 | which joystick axis to query for up/down movement |
| joy_x360_axisyaw | 2 | which joystick axis to query for looking right/left |
| joy_x360_deadzoneforward | 0.266 | deadzone tolerance, suggested values are in the range 0 to 0.01 |
| joy_x360_deadzonepitch | 0.266 | deadzone tolerance, suggested values are in the range 0 to 0.01 |
| joy_x360_deadzoneside | 0.266 | deadzone tolerance, suggested values are in the range 0 to 0.01 |
| joy_x360_deadzoneup | 0.266 | deadzone tolerance, suggested values are in the range 0 to 0.01 |
| joy_x360_deadzoneyaw | 0.266 | deadzone tolerance, suggested values are in the range 0 to 0.01 |
| joy_x360_sensitivityforward | 1 | movement multiplier |
| joy_x360_sensitivitypitch | -1 | movement multiplier |
| joy_x360_sensitivityside | 1 | movement multiplier |
| joy_x360_sensitivityup | 1 | movement multiplier |
| joy_x360_sensitivityyaw | -1 | movement multiplier |
| joy_xinputavailable | 0 | indicates which devices are being reported by the Windows XInput API (first controller = 1, second = 2, third = 4, fourth = 8, added together) |
| locksession | 0 | Lock the session? 0 = no, 1 = yes and abort on failure, 2 = yes and continue on failure |
| locs_enable | 1 | enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level) |
| locs_show | 0 | shows defined locations for editing purposes |
| log_dest_udp | UDP address to log messages to (in QW rcon compatible format); multiple destinations can be separated by spaces; DO NOT SPECIFY DNS NAMES HERE | |
| log_file | filename to log messages to | |
| log_file_stripcolors | 0 | strip color codes from log messages |
| lookspring | 0 | returns pitch to level with the floor when no longer holding a pitch key |
| lookstrafe | 0 | move instead of turning |
| m_accelerate | 1 | mouse acceleration factor (try 2) |
| m_accelerate_filter | 0.1 | mouse acceleration factor filtering |
| m_accelerate_maxspeed | 10000 | above this speed, full acceleration is done |
| m_accelerate_minspeed | 5000 | below this speed, no acceleration is done |
| m_filter | 0 | smoothes mouse movement, less responsive but smoother aiming |
| m_forward | 1 | mouse forward speed multiplier |
| m_pitch | 0.022 | mouse pitch speed multiplier |
| m_side | 0.8 | mouse side speed multiplier |
| m_yaw | 0.022 | mouse yaw speed multiplier |
| mastervolume | 0.7 | master volume |
| menu_options_colorcontrol_correctionvalue | 0.5 | intensity value that matches up to white/black dither pattern, should be 0.5 for linear color |
| menu_progs | menu.dat | name of quakec menu.dat file |
| mod_alias_force_animated | if set to an non-empty string, overrides the is-animated flag of any alias models (for benchmarking) | |
| mod_alias_supporttagscale | 1 | support scaling factors in bone/tag attachment matrices as supported by MD3 |
| mod_bsp_portalize | 1 | enables portal generation from BSP tree (may take several seconds per map), used by r_drawportals, r_useportalculling, r_shadow_realtime_world_compileportalculling, sv_cullentities_portal |
| mod_collision_bih | 1 | enables use of generated Bounding Interval Hierarchy tree instead of compiled bsp tree in collision code |
| mod_generatelightmaps_borderpixels | 2 | extra space around polygons to prevent sampling artifacts |
| mod_generatelightmaps_gridradius | 64 | sampling area around each lightgrid cell center |
| mod_generatelightmaps_gridsamples | 64 | number of shadow tests done per lightgrid cell |
| mod_generatelightmaps_lightmapradius | 16 | sampling area around each lightmap pixel |
| mod_generatelightmaps_lightmapsamples | 16 | number of shadow tests done per lightmap pixel |
| mod_generatelightmaps_texturesize | 1024 | size of lightmap textures |
| mod_generatelightmaps_unitspersample | 8 | lightmap resolution |
| mod_generatelightmaps_vertexradius | 16 | sampling area around each vertex |
| mod_generatelightmaps_vertexsamples | 16 | number of shadow tests done per vertex |
| mod_noshader_default_offsetmapping | 1 | use offsetmapping by default on all surfaces that are not using q3 shader files |
| mod_obj_orientation | 1 | fix orientation of OBJ models to the usual conventions (if zero, use coordinates as is) |
| mod_q1bsp_polygoncollisions | 0 | disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations) |
| mod_q3bsp_curves_collisions | 1 | enables collisions with curves (SLOW) |
| mod_q3bsp_curves_collisions_stride | 16 | collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests) |
| mod_q3bsp_curves_stride | 16 | particle effect collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests) |
| mod_q3bsp_debugtracebrush | 0 | selects different tracebrush bsp recursion algorithms (for debugging purposes only) |
| mod_q3bsp_lightmapmergepower | 4 | merges the quake3 128x128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ... |
| mod_q3bsp_nolightmaps | 0 | do not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly) |
| mod_q3bsp_optimizedtraceline | 1 | whether to use optimized traceline code for line traces (as opposed to tracebox code) |
| mod_q3bsp_sRGBlightmaps | 0 | treat lightmaps from Q3 maps as sRGB when vid_sRGB is active |
| mod_q3bsp_tracelineofsight_brushes | 0 | enables culling of entities behind detail brushes, curves, etc |
| mod_q3shader_default_offsetmapping | 1 | use offsetmapping by default on all surfaces that are using q3 shader files |
| mod_q3shader_default_offsetmapping_bias | 0 | default bias used for offsetmapping |
| mod_q3shader_default_offsetmapping_scale | 1 | default scale used for offsetmapping |
| mod_q3shader_default_polygonfactor | 0 | biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts |
| mod_q3shader_default_polygonoffset | -2 | biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts |
| mod_q3shader_force_addalpha | 0 | treat GL_ONE GL_ONE (or add) blendfunc as GL_SRC_ALPHA GL_ONE for compatibility with older DarkPlaces releases |
| mod_q3shader_force_terrain_alphaflag | 0 | for multilayered terrain shaders force TEXF_ALPHA flag on both layers |
| mod_recalculatenodeboxes | 1 | enables use of generated node bounding boxes based on BSP tree portal reconstruction, rather than the node boxes supplied by the map compiler |
| music_playlist_current0 | 0 | current track index to play in list |
| music_playlist_current1 | 0 | current track index to play in list |
| music_playlist_current2 | 0 | current track index to play in list |
| music_playlist_current3 | 0 | current track index to play in list |
| music_playlist_current4 | 0 | current track index to play in list |
| music_playlist_current5 | 0 | current track index to play in list |
| music_playlist_current6 | 0 | current track index to play in list |
| music_playlist_current7 | 0 | current track index to play in list |
| music_playlist_current8 | 0 | current track index to play in list |
| music_playlist_current9 | 0 | current track index to play in list |
| music_playlist_index | -1 | selects which of the music_playlist_ variables is the active one, -1 disables playlists |
| music_playlist_list0 | list of tracks to play | |
| music_playlist_list1 | list of tracks to play | |
| music_playlist_list2 | list of tracks to play | |
| music_playlist_list3 | list of tracks to play | |
| music_playlist_list4 | list of tracks to play | |
| music_playlist_list5 | list of tracks to play | |
| music_playlist_list6 | list of tracks to play | |
| music_playlist_list7 | list of tracks to play | |
| music_playlist_list8 | list of tracks to play | |
| music_playlist_list9 | list of tracks to play | |
| music_playlist_random0 | 0 | enables random play order if 1, 0 is sequential play |
| music_playlist_random1 | 0 | enables random play order if 1, 0 is sequential play |
| music_playlist_random2 | 0 | enables random play order if 1, 0 is sequential play |
| music_playlist_random3 | 0 | enables random play order if 1, 0 is sequential play |
| music_playlist_random4 | 0 | enables random play order if 1, 0 is sequential play |
| music_playlist_random5 | 0 | enables random play order if 1, 0 is sequential play |
| music_playlist_random6 | 0 | enables random play order if 1, 0 is sequential play |
| music_playlist_random7 | 0 | enables random play order if 1, 0 is sequential play |
| music_playlist_random8 | 0 | enables random play order if 1, 0 is sequential play |
| music_playlist_random9 | 0 | enables random play order if 1, 0 is sequential play |
| music_playlist_sampleposition0 | -1 | resume position for track, -1 restarts every time |
| music_playlist_sampleposition1 | -1 | resume position for track, -1 restarts every time |
| music_playlist_sampleposition2 | -1 | resume position for track, -1 restarts every time |
| music_playlist_sampleposition3 | -1 | resume position for track, -1 restarts every time |
| music_playlist_sampleposition4 | -1 | resume position for track, -1 restarts every time |
| music_playlist_sampleposition5 | -1 | resume position for track, -1 restarts every time |
| music_playlist_sampleposition6 | -1 | resume position for track, -1 restarts every time |
| music_playlist_sampleposition7 | -1 | resume position for track, -1 restarts every time |
| music_playlist_sampleposition8 | -1 | resume position for track, -1 restarts every time |
| music_playlist_sampleposition9 | -1 | resume position for track, -1 restarts every time |
| nehx00 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx01 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx02 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx03 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx04 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx05 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx06 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx07 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx08 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx09 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx10 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx11 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx12 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx13 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx14 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx15 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx16 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx17 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx18 | 0 | nehahra data storage cvar (used in singleplayer) |
| nehx19 | 0 | nehahra data storage cvar (used in singleplayer) |
| net_address | network address to open ipv4 ports on (if empty, use default interfaces) | |
| net_address_ipv6 | network address to open ipv6 ports on (if empty, use default interfaces) | |
| net_burstreserve | 0.3 | how much of the burst time to reserve for packet size spikes |
| net_challengefloodblockingtimeout | 0.5 | when a challenge packet is received, it will block all future challenge packets from that IP address for this many seconds (cuts down on challenge floods). DarkPlaces clients retry once per second, so this should be <= 1. Failure here may lead to connect attempts failing. |
| net_connectfloodblockingtimeout | 5 | when a connection packet is received, it will block all future connect packets from that IP address for this many seconds (cuts down on connect floods). Note that this does not include retries from the same IP; these are handled earlier and let in. |
| net_connecttimeout | 15 | after requesting a connection, the client must reply within this many seconds or be dropped (cuts down on connect floods). Must be above 10 seconds. |
| net_getstatusfloodblockingtimeout | 1 | when a getstatus packet is received, it will block all future getstatus packets from that IP address for this many seconds (cuts down on getstatus floods). DarkPlaces retries every 4 seconds, and qstat retries once per second, so this should be <= 1. Failure here may lead to server not showing up in the server list. |
| net_messagetimeout | 300 | drops players who have not sent any packets for this many seconds |
| net_slist_favorites | contains a list of IP addresses and ports to always query explicitly | |
| net_slist_maxtries | 3 | how many times to ask the same server for information (more times gives better ping reports but takes longer) |
| net_slist_pause | 0 | when set to 1, the server list won't update until it is set back to 0 |
| net_slist_queriesperframe | 4 | maximum number of server information requests to send each rendered frame (guards against low framerates causing problems) |
| net_slist_queriespersecond | 20 | how many server information requests to send per second |
| net_slist_timeout | 4 | how long to listen for a server information response before giving up |
| net_test | 0 | internal development use only, leave it alone (usually does nothing anyway) |
| net_tos_dscp | 32 | DiffServ Codepoint for network sockets (may need game restart to apply) |
| net_usesizelimit | 2 | use packet size limiting (0: never, 1: in non-CSQC mode, 2: always) |
| noaim | 1 | QW option to disable vertical autoaim |
| noexit | 0 | kills anyone attempting to use an exit |
| nomonsters | 0 | unused cvar in quake, can be used by mods |
| nosound | 0 | disables sound |
| pausable | 1 | allow players to pause or not (otherwise, only the server admin can) |
| physics_ode | 0 | run ODE physics (VERY experimental and potentially buggy) |
| physics_ode_allowconvex | 0 | allow usage of Convex Hull primitive type on trimeshes that have custom 'collisionconvex' mesh. If disabled, trimesh primitive type are used. |
| physics_ode_autodisable | 1 | automatic disabling of objects which dont move for long period of time, makes object stacking a lot faster |
| physics_ode_autodisable_steps | 10 | how many steps object should be dormant to be autodisabled |
| physics_ode_autodisable_threshold_angular | 6 | body will be disabled if it's angular move below this value |
| physics_ode_autodisable_threshold_linear | 0.6 | body will be disabled if it's linear move below this value |
| physics_ode_autodisable_threshold_samples | 5 | average threshold with this number of samples |
| physics_ode_autodisable_time | 0 | how many seconds object should be dormant to be autodisabled |
| physics_ode_constantstep | 0 | use constant step instead of variable step which tends to increase stability, if set to 1 uses sys_ticrate, instead uses it's own value |
| physics_ode_contact_cfm | 0 | contact solver cfm parameter - Constraint Force Mixing (see ODE User Guide) |
| physics_ode_contact_erp | 0.96 | contact solver erp parameter - Error Restitution Percent (see ODE User Guide) |
| physics_ode_contact_maxpoints | 16 | maximal number of contact points between 2 objects, higher = stable (and slower), can be up to 32 |
| physics_ode_contact_mu | 1 | contact solver mu parameter - friction pyramid approximation 1 (see ODE User Guide) |
| physics_ode_contactsurfacelayer | 1 | allows objects to overlap this many units to reduce jitter |
| physics_ode_iterationsperframe | 1 | divisor for time step, runs multiple physics steps per frame |
| physics_ode_movelimit | 0.5 | clamp velocity if a single move would exceed this percentage of object thickness, to prevent flying through walls, be aware that behavior depends of step type |
| physics_ode_printstats | 0 | print ODE stats each frame |
| physics_ode_quadtree_depth | 5 | desired subdivision level of quadtree culling space |
| physics_ode_spinlimit | 10000 | reset spin velocity if it gets too large |
| physics_ode_trick_fixnan | 1 | engine trick that checks and fixes NaN velocity/origin/angles on objects, a value of 2 makes console prints on each fix |
| physics_ode_world_cfm | -1 | world solver cfm parameter - Constraint Force Mixing (see ODE User Guide); not touched when -1 |
| physics_ode_world_damping | 1 | enabled damping scale (see ODE User Guide), this scales all damping values, be aware that behavior depends of step type |
| physics_ode_world_damping_angular | 0.05 | world angular damping scale (see ODE User Guide); use defaults when set to -1 |
| physics_ode_world_damping_angular_threshold | 0.1 | world angular damping threshold (see ODE User Guide); use defaults when set to -1 |
| physics_ode_world_damping_linear | 0.01 | world linear damping scale (see ODE User Guide); use defaults when set to -1 |
| physics_ode_world_damping_linear_threshold | 0.1 | world linear damping threshold (see ODE User Guide); use defaults when set to -1 |
| physics_ode_world_erp | -1 | world solver erp parameter - Error Restitution Percent (see ODE User Guide); use defaults when set to -1 |
| physics_ode_world_gravitymod | 1 | multiplies gravity got from sv_gravity, this may be needed to tweak if strong damping is used |
| physics_ode_worldstep_iterations | 20 | parameter to dWorldQuickStep |
| port | 26000 | server port for players to connect to |
| pr_checkextension | 1 | indicates to QuakeC that the standard quakec extensions system is available (if 0, quakec should not attempt to use extensions) |
| prvm_backtraceforwarnings | 0 | print a backtrace for warnings too |
| prvm_breakpointdump | 0 | write a savegame on breakpoint to breakpoint-server.dmp |
| prvm_coverage | 0 | report and count coverage events (1: per-function, 2: coverage() builtin, 4: per-statement) |
| prvm_errordump | 0 | write a savegame on crash to crash-server.dmp |
| prvm_language | when set, loads PROGSFILE.LANGUAGENAME.po and common.LANGUAGENAME.po for string translations; when set to dump, PROGSFILE.pot is written from the strings in the progs | |
| prvm_leaktest | 0 | try to detect memory leaks in strings or entities |
| prvm_leaktest_ignore_classnames | classnames of entities to NOT leak check because they are found by find(world, classname, ...) but are actually spawned by QC code (NOT map entities) | |
| prvm_reuseedicts_neverinsameframe | 1 | never allows re-use of freed entity slots during same frame |
| prvm_reuseedicts_startuptime | 2 | allows immediate re-use of freed entity slots during start of new level (value in seconds) |
| prvm_statementprofiling | 0 | counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled) |
| prvm_timeprofiling | 0 | counts how long each function has been executed, these counts are displayed in prvm_profile output (if enabled) |
| prvm_traceqc | 0 | prints every QuakeC statement as it is executed (only for really thorough debugging!) |
| qport | 56937 | identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes) |
| r_ambient | 0 | brightens map, value is 0-128 |
| r_batch_debugdynamicvertexpath | 0 | force the dynamic batching code path for debugging purposes |
| r_batch_dynamicbuffer | 0 | use vertex/index buffers for drawing dynamic and copytriangles batches |
| r_batch_multidraw | 1 | issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw) |
| r_batch_multidraw_mintriangles | 0 | minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster) |
| r_bloom | 0 | enables bloom effect (makes bright pixels affect neighboring pixels) |
| r_bloom_blur | 4 | how large the glow is |
| r_bloom_brighten | 2 | how bright the glow is, after subtract/power |
| r_bloom_colorexponent | 1 | how exaggerated the glow is |
| r_bloom_colorscale | 1 | how bright the glow is |
| r_bloom_colorsubtract | 0.125 | reduces bloom colors by a certain amount |
| r_bloom_resolution | 320 | what resolution to perform the bloom effect at (independent of screen resolution) |
| r_bloom_scenebrightness | 1 | global rendering brightness when bloom is enabled |
| r_buffermegs_index16 | 1 | index buffer size for one frame (16bit indices) |
| r_buffermegs_index32 | 1 | index buffer size for one frame (32bit indices) |
| r_buffermegs_uniform | 0.25 | uniform buffer size for one frame |
| r_buffermegs_vertex | 4 | vertex buffer size for one frame |
| r_celoutlines | 0 | cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only) |
| r_celshading | 0 | cartoon-style light shading (OpenGL 2.x only) |
| r_colormap_palette | gfx/colormap_palette.lmp | name of a palette lmp file to override the shirt/pants colors of player models. It consists of 16 shirt colors, 16 scoreboard shirt colors, 16 pants colors and 16 scoreboard pants colors |
| r_coronas | 1 | brightness of corona flare effects around certain lights, 0 disables corona effects |
| r_coronas_occlusionquery | 0 | use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu! |
| r_coronas_occlusionsizescale | 0.1 | size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity |
| r_cullentities_trace | 1 | probabistically cull invisible entities |
| r_cullentities_trace_delay | 1 | number of seconds until the entity gets actually culled |
| r_cullentities_trace_enlarge | 0 | box enlargement for entity culling |
| r_cullentities_trace_samples | 2 | number of samples to test for entity culling (in addition to center sample) |
| r_cullentities_trace_tempentitysamples | -1 | number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies) |
| r_damageblur | 0 | screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu! |
| r_deformvertexes | 1 | allows use of deformvertexes in shader files (can be turned off to check performance impact) |
| r_depthfirst | 0 | renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth |
| r_draw2d | 1 | draw 2D stuff (dangerous to turn off) |
| r_drawdecals | 1 | enables drawing of decals |
| r_drawdecals_drawdistance | 500 | decals further than drawdistance*size will not be drawn |
| r_draweffects | 1 | renders temporary sprite effects |
| r_drawentities | 1 | draw entities (doors, players, projectiles, etc) |
| r_drawexplosions | 1 | enables rendering of explosion shells (see also cl_particles_explosions_shell) |
| r_drawexteriormodel | 1 | draw your player model (e.g. in chase cam, reflections) |
| r_drawfog | 1 | allows one to disable fog rendering |
| r_drawparticles | 1 | enables drawing of particles |
| r_drawparticles_drawdistance | 2000 | particles further than drawdistance*size will not be drawn |
| r_drawparticles_nearclip_max | 4 | particles closer than drawnearclip_min will be faded |
| r_drawparticles_nearclip_min | 4 | particles closer than drawnearclip_min will not be drawn |
| r_drawportals | 0 | shows portals (separating polygons) in world interior in quake1 maps |
| r_drawviewmodel | 1 | draw your weapon model |
| r_drawworld | 1 | draw world (most static stuff) |
| r_dynamic | 1 | enables dynamic lights (rocket glow and such) |
| r_editlights | 0 | enables .rtlights file editing mode |
| r_editlights_current_ambient | 0 | ambient intensity of selected light |
| r_editlights_current_angles | 0 0 0 | angles of selected light |
| r_editlights_current_color | 1 1 1 | color of selected light |
| r_editlights_current_corona | 0 | corona intensity of selected light |
| r_editlights_current_coronasize | 0 | corona size of selected light |
| r_editlights_current_cubemap | 0 | cubemap of selected light |
| r_editlights_current_diffuse | 1 | diffuse intensity of selected light |
| r_editlights_current_normalmode | 0 | normalmode flag of selected light |
| r_editlights_current_origin | 0 0 0 | origin of selected light |
| r_editlights_current_radius | 0 | radius of selected light |
| r_editlights_current_realtimemode | 0 | realtimemode flag of selected light |
| r_editlights_current_shadows | 0 | shadows flag of selected light |
| r_editlights_current_specular | 1 | specular intensity of selected light |
| r_editlights_current_style | 0 | style of selected light |
| r_editlights_cursordistance | 1024 | maximum distance of cursor from eye |
| r_editlights_cursorgrid | 4 | snaps cursor to this grid size |
| r_editlights_cursorpushback | 0 | how far to pull the cursor back toward the eye |
| r_editlights_cursorpushoff | 4 | how far to push the cursor off the impacted surface |
| r_editlights_drawproperties | 1 | draw properties of currently selected light |
| r_editlights_quakelightsizescale | 1 | changes size of light entities loaded from a map |
| r_enableshadowvolumes | 1 | Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off |
| r_equalize_entities_by | 0.7 | light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression) |
| r_equalize_entities_fullbright | 0 | render fullbright entities by equalizing their lightness, not by not rendering light |
| r_equalize_entities_minambient | 0.5 | light equalizing: ensure at least this ambient/diffuse ratio |
| r_equalize_entities_to | 0.8 | light equalizing: target light level |
| r_explosionclip | 1 | enables collision detection for explosion shell (so that it flattens against walls and floors) |
| r_fakelight | 0 | render 'fake' lighting instead of real lightmaps |
| r_fakelight_intensity | 0.75 | fakelight intensity modifier |
| r_farclip_base | 65536 | farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0 |
| r_farclip_world | 2 | adds map size to farclip multiplied by this value |
| r_fixtrans_auto | 0 | automatically fixtrans textures (when set to 2, it also saves the fixed versions to a fixtrans directory) |
| r_fog_clear | 1 | clears renderbuffer with fog color before render starts |
| r_fog_exp2 | 0 | uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog |
| r_font_antialias | 1 | 0 = monochrome, 1 = grey |
| r_font_compress | 0 | use texture compression on font textures to save video memory |
| r_font_disable_freetype | 0 | disable freetype support for fonts entirely |
| r_font_diskcache | 0 | save font textures to disk for future loading rather than generating them every time |
| r_font_hinting | 3 | 0 = no hinting, 1 = light autohinting, 2 = full autohinting, 3 = full hinting |
| r_font_kerning | 1 | Use kerning if available |
| r_font_nonpoweroftwo | 1 | use nonpoweroftwo textures for font (saves memory, potentially slower) |
| r_font_postprocess_blur | 0 | font blur amount |
| r_font_postprocess_outline | 0 | font outline amount |
| r_font_postprocess_shadow_x | 0 | font shadow X shift amount, applied during outlining |
| r_font_postprocess_shadow_y | 0 | font shadow Y shift amount, applied during outlining |
| r_font_postprocess_shadow_z | 0 | font shadow Z shift amount, applied during blurring |
| r_font_size_snapping | 1 | stick to good looking font sizes whenever possible - bad when the mod doesn't support it! |
| r_font_use_alpha_textures | 0 | use alpha-textures for font rendering, this should safe memory |
| r_framedatasize | 0.5 | size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc) |
| r_fullbright | 0 | makes map very bright and renders faster |
| r_fullbrights | 1 | enables glowing pixels in quake textures (changes need r_restart to take effect) |
| r_fxaa | 1 | fast approximate anti aliasing |
| r_glsl | 1 | indicates whether the OpenGL 2.0 rendering path is active |
| r_glsl_deluxemapping | 1 | use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps) |
| r_glsl_offsetmapping | 0 | offset mapping effect (also known as parallax mapping or virtual displacement mapping) |
| r_glsl_offsetmapping_lod | 0 | apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps |
| r_glsl_offsetmapping_lod_distance | 32 | first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc. |
| r_glsl_offsetmapping_reliefmapping | 0 | relief mapping effect (higher quality) |
| r_glsl_offsetmapping_reliefmapping_refinesteps | 5 | relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps) |
| r_glsl_offsetmapping_reliefmapping_steps | 10 | relief mapping steps (note: too high values may be not supported by your GPU) |
| r_glsl_offsetmapping_scale | 0.04 | how deep the offset mapping effect is |
| r_glsl_offsetmapping_steps | 2 | offset mapping steps (note: too high values may be not supported by your GPU) |
| r_glsl_postprocess | 0 | use a GLSL postprocessing shader |
| r_glsl_postprocess_uservec1 | 0 0 0 0 | a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized) |
| r_glsl_postprocess_uservec1_enable | 1 | enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized) |
| r_glsl_postprocess_uservec2 | 0 0 0 0 | a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized) |
| r_glsl_postprocess_uservec2_enable | 1 | enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized) |
| r_glsl_postprocess_uservec3 | 0 0 0 0 | a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized) |
| r_glsl_postprocess_uservec3_enable | 1 | enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized) |
| r_glsl_postprocess_uservec4 | 0 0 0 0 | a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized) |
| r_glsl_postprocess_uservec4_enable | 1 | enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized) |
| r_glsl_saturation | 1 | saturation multiplier (only working in glsl!) |
| r_glsl_saturation_redcompensate | 0 | a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required |
| r_glsl_skeletal | 1 | render skeletal models faster using a gpu-skinning technique |
| r_glsl_vertextextureblend_usebothalphas | 0 | use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on. |
| r_hdr_glowintensity | 1 | how bright light emitting textures should appear |
| r_hdr_irisadaptation | 0 | adjust scene brightness according to light intensity at player location |
| r_hdr_irisadaptation_fade_down | 0.5 | fade rate at which value adjusts to brightness |
| r_hdr_irisadaptation_fade_up | 0.1 | fade rate at which value adjusts to darkness |
| r_hdr_irisadaptation_maxvalue | 4 | maximum value that can result from multiplier / brightness |
| r_hdr_irisadaptation_minvalue | 0.5 | minimum value that can result from multiplier / brightness |
| r_hdr_irisadaptation_multiplier | 2 | brightness at which value will be 1.0 |
| r_hdr_irisadaptation_radius | 15 | lighting within this many units of the eye is averaged |
| r_hdr_irisadaptation_value | 1 | current value as scenebrightness multiplier, changes continuously when irisadaptation is active |
| r_hdr_scenebrightness | 1 | global rendering brightness |
| r_labelsprites_roundtopixels | 1 | try to make label sprites sharper by rounding their size to 0.5x or 1x and by rounding their position to whole pixels if possible |
| r_labelsprites_scale | 1 | global scale to apply to label sprites before conversion to HUD coordinates |
| r_lerpimages | 1 | bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0) |
| r_lerplightstyles | 0 | enable animation smoothing on flickering lights |
| r_lerpmodels | 1 | enables animation smoothing on models |
| r_lerpsprites | 1 | enables animation smoothing on sprites |
| r_letterbox | 0 | reduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes) |
| r_lightningbeam_color_blue | 1 | color of the lightning beam effect |
| r_lightningbeam_color_green | 1 | color of the lightning beam effect |
| r_lightningbeam_color_red | 1 | color of the lightning beam effect |
| r_lightningbeam_qmbtexture | 0 | load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better |
| r_lightningbeam_repeatdistance | 128 | how far to stretch the texture along the lightning beam effect |
| r_lightningbeam_scroll | 5 | speed of texture scrolling on the lightning beam effect |
| r_lightningbeam_thickness | 4 | thickness of the lightning beam effect |
| r_lockpvs | 0 | disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn) |
| r_lockvisibility | 0 | disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn) |
| r_mipnormalmaps | 1 | mipmaps normalmaps (turning it off looks sharper but may have aliasing) |
| r_mipskins | 0 | mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors |
| r_mipsprites | 1 | mipmaps sprites so they render faster in the distance and do not display noise artifacts |
| r_motionblur | 0 | screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu! |
| r_motionblur_averaging | 0.1 | sliding average reaction time for velocity (higher = slower adaption to change) |
| r_motionblur_maxblur | 0.9 | maxmimum amount of blur |
| r_motionblur_minblur | 0.5 | factor of blur to apply at all times (always have this amount of blur no matter what the other factors are) |
| r_motionblur_mousefactor | 2 | factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get |
| r_motionblur_mousefactor_maxspeed | 50 | upper value of mouse acceleration when it reaches the peak factor into blur equation |
| r_motionblur_mousefactor_minspeed | 0 | lower value of mouse acceleration when it starts to factor into blur equation |
| r_motionblur_randomize | 0.1 | randomizing coefficient to workaround ghosting |
| r_motionblur_velocityfactor | 1 | factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get |
| r_motionblur_velocityfactor_maxspeed | 800 | upper value of velocity when it reaches the peak factor into blur equation |
| r_motionblur_velocityfactor_minspeed | 400 | lower value of velocity when it starts to factor into blur equation |
| r_nearclip | 1 | distance from camera of nearclip plane |
| r_nearest_2d | 0 | use nearest filtering on all 2d textures (including conchars) |
| r_nearest_conchars | 0 | use nearest filtering on conchars texture |
| r_nosurftextures | 0 | pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case) |
| r_novis | 0 | draws whole level, see also sv_cullentities_pvs 0 |
| r_overheadsprites_perspective | 5 | fake perspective effect for SPR_OVERHEAD sprites |
| r_overheadsprites_pushback | 15 | how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models) |
| r_overheadsprites_scalex | 1 | additional scale for overhead sprites for x axis |
| r_overheadsprites_scaley | 1 | additional scale for overhead sprites for y axis |
| r_picmipsprites | 1 | make gl_picmip affect sprites too (saves some graphics memory in sprite heavy games) (setting this to 0 is a shorthand for gl_picmip_sprites -9999999) |
| r_picmipworld | 1 | whether gl_picmip shall apply to world textures too (setting this to 0 is a shorthand for gl_picmip_world -9999999) |
| r_polygonoffset_decals_factor | 0 | biases depth values of decals to prevent z-fighting artifacts |
| r_polygonoffset_decals_offset | -14 | biases depth values of decals to prevent z-fighting artifacts |
| r_polygonoffset_submodel_factor | 0 | biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps |
| r_polygonoffset_submodel_offset | 14 | biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps |
| r_q1bsp_skymasking | 1 | allows sky polygons in quake1 maps to obscure other geometry |
| r_q3bsp_renderskydepth | 0 | draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things |
| r_render | 1 | enables rendering 3D views (you want this on!) |
| r_renderview | 1 | enables rendering 3D views (you want this on!) |
| r_shadow_bouncegrid | 0 | perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these) |
| r_shadow_bouncegrid_bounceanglediffuse | 0 | use random bounce direction rather than true reflection, makes some corner areas dark |
| r_shadow_bouncegrid_directionalshading | 0 | use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data |
| r_shadow_bouncegrid_dlightparticlemultiplier | 0 | if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons |
| r_shadow_bouncegrid_hitmodels | 0 | enables hitting character model geometry (SLOW) |
| r_shadow_bouncegrid_includedirectlighting | 0 | allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps) |
| r_shadow_bouncegrid_intensity | 4 | overall brightness of bouncegrid texture |
| r_shadow_bouncegrid_lightradiusscale | 8 | particles stop at this fraction of light radius (can be more than 1) |
| r_shadow_bouncegrid_maxbounce | 4 | maximum number of bounces for a particle (minimum is 0) |
| r_shadow_bouncegrid_particlebounceintensity | 1 | amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce |
| r_shadow_bouncegrid_particleintensity | 1 | brightness of particles contributing to bouncegrid texture |
| r_shadow_bouncegrid_photons | 500 | total photons to shoot per update, divided proportionately between lights |
| r_shadow_bouncegrid_spacing | 128 | unit size of bouncegrid pixel |
| r_shadow_bouncegrid_stablerandom | 1 | make particle distribution consistent from frame to frame |
| r_shadow_bouncegrid_static | 0 | use static radiosity solution (high quality) rather than dynamic (splotchy) |
| r_shadow_bouncegrid_static_directionalshading | 1 | whether to use directionalshading when in static mode |
| r_shadow_bouncegrid_static_lightradiusscale | 10 | particles stop at this fraction of light radius (can be more than 1) when in static mode |
| r_shadow_bouncegrid_static_maxbounce | 5 | maximum number of bounces for a particle (minimum is 0) in static mode |
| r_shadow_bouncegrid_static_photons | 25000 | photons value to use when in static mode |
| r_shadow_bouncegrid_updateinterval | 0 | update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000 |
| r_shadow_bouncegrid_x | 128 | maximum texture size of bouncegrid on X axis |
| r_shadow_bouncegrid_y | 128 | maximum texture size of bouncegrid on Y axis |
| r_shadow_bouncegrid_z | 128 | maximum texture size of bouncegrid on Z axis |
| r_shadow_bumpscale_basetexture | 0 | generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect |
| r_shadow_bumpscale_bumpmap | 4 | what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect |
| r_shadow_debuglight | -1 | renders only one light, for level design purposes or debugging |
| r_shadow_deferred | 0 | uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping |
| r_shadow_frontsidecasting | 1 | whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model) |
| r_shadow_gloss | 1 | 0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae) |
| r_shadow_gloss2exponent | 32 | same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces |
| r_shadow_gloss2intensity | 0.125 | how bright the forced flat gloss should look if r_shadow_gloss is 2 |
| r_shadow_glossexact | 0 | use exact reflection math for gloss (slightly slower, but should look a tad better) |
| r_shadow_glossexponent | 32 | how 'sharp' the gloss should appear (specular power) |
| r_shadow_glossintensity | 1 | how bright textured glossmaps should look if r_shadow_gloss is 1 or 2 |
| r_shadow_lightattenuationdividebias | 1 | changes attenuation texture generation |
| r_shadow_lightattenuationlinearscale | 2 | changes attenuation texture generation |
| r_shadow_lightintensityscale | 1 | renders all world lights brighter or darker |
| r_shadow_lightradiusscale | 1 | renders all world lights larger or smaller |
| r_shadow_polygonfactor | 0 | how much to enlarge shadow volume polygons when rendering (should be 0!) |
| r_shadow_polygonoffset | 1 | how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0) |
| r_shadow_projectdistance | 0 | how far to cast shadows |
| r_shadow_realtime_dlight | 1 | enables rendering of dynamic lights such as explosions and rocket light |
| r_shadow_realtime_dlight_portalculling | 0 | enables portal optimization on dynamic lights (slow!) |
| r_shadow_realtime_dlight_shadows | 1 | enables rendering of shadows from dynamic lights |
| r_shadow_realtime_dlight_svbspculling | 0 | enables svbsp optimization on dynamic lights (very slow!) |
| r_shadow_realtime_world | 1 | enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight) |
| r_shadow_realtime_world_compile | 1 | enables compilation of world lights for higher performance rendering |
| r_shadow_realtime_world_compileportalculling | 1 | enables portal-based culling optimization during compilation (overrides compilesvbsp) |
| r_shadow_realtime_world_compileshadow | 1 | enables compilation of shadows from world lights for higher performance rendering |
| r_shadow_realtime_world_compilesvbsp | 1 | enables svbsp optimization during compilation (slower than compileportalculling but more exact) |
| r_shadow_realtime_world_lightmaps | 1 | brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance |
| r_shadow_realtime_world_shadows | 1 | enables rendering of shadows from world lights |
| r_shadow_scissor | 1 | use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light) |
| r_shadow_shadowmapping | 1 | enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1 |
| r_shadow_shadowmapping_bias | 0.01 | shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize) |
| r_shadow_shadowmapping_bordersize | 4 | shadowmap size bias for filtering |
| r_shadow_shadowmapping_depthbits | 24 | requested minimum shadowmap texture depth bits |
| r_shadow_shadowmapping_filterquality | 4 | shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow) |
| r_shadow_shadowmapping_maxsize | 1024 | shadowmap size limit |
| r_shadow_shadowmapping_minsize | 128 | shadowmap size limit |
| r_shadow_shadowmapping_nearclip | 1 | shadowmap nearclip in world units |
| r_shadow_shadowmapping_polygonfactor | 2 | slope-dependent shadowmapping bias |
| r_shadow_shadowmapping_polygonoffset | 0 | constant shadowmapping bias |
| r_shadow_shadowmapping_precision | 1 | makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels |
| r_shadow_shadowmapping_useshadowsampler | 1 | whether to use sampler2DShadow if available |
| r_shadow_shadowmapping_vsdct | 1 | enables use of virtual shadow depth cube texture |
| r_shadow_sortsurfaces | 1 | improve performance by sorting illuminated surfaces by texture |
| r_shadow_texture3d | 1 | use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path) |
| r_shadow_usebihculling | 1 | use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning) |
| r_shadow_usenormalmap | 1 | enables use of directional shading on lights |
| r_shadows | 0 | casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting. |
| r_shadows_castfrombmodels | 0 | do cast shadows from bmodels |
| r_shadows_darken | 0.5 | how much shadowed areas will be darkened |
| r_shadows_drawafterrtlighting | 0 | draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows. |
| r_shadows_focus | 0 0 0 | offset the shadowed area focus |
| r_shadows_shadowmapbias | -1 | sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON. |
| r_shadows_shadowmapscale | 1 | increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON. |
| r_shadows_throwdirection | 0 0 -1 | override throwing direction for r_shadows 2 |
| r_shadows_throwdistance | 500 | how far to cast shadows from models |
| r_showbboxes | 0 | shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%) |
| r_showcollisionbrushes | 0 | draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!) |
| r_showcollisionbrushes_polygonfactor | -1 | expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls |
| r_showcollisionbrushes_polygonoffset | 0 | nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls |
| r_showdisabledepthtest | 0 | disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing |
| r_showlighting | 0 | shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful |
| r_shownormals | 0 | shows per-vertex surface normals and tangent vectors for bumpmapped lighting |
| r_showoverdraw | 0 | shows overlapping geometry |
| r_showshadowvolumes | 0 | shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful |
| r_showsurfaces | 0 | 1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache) |
| r_showtris | 0 | shows triangle outlines, value controls brightness (can be above 1) |
| r_skeletal_debugbone | -1 | development cvar for testing skeletal model code |
| r_skeletal_debugbonecomponent | 3 | development cvar for testing skeletal model code |
| r_skeletal_debugbonevalue | 100 | development cvar for testing skeletal model code |
| r_skeletal_debugtranslatex | 1 | development cvar for testing skeletal model code |
| r_skeletal_debugtranslatey | 1 | development cvar for testing skeletal model code |
| r_skeletal_debugtranslatez | 1 | development cvar for testing skeletal model code |
| r_skeletal_use_sse | 1 | use SSE for skeletal model animation |
| r_sky | 1 | enables sky rendering (black otherwise) |
| r_skyscroll1 | 1 | speed at which upper clouds layer scrolls in quake sky |
| r_skyscroll2 | 2 | speed at which lower clouds layer scrolls in quake sky |
| r_smoothnormals_areaweighting | 1 | uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents |
| r_sortentities | 0 | sort entities before drawing (might be faster) |
| r_speeds | 0 | displays rendering statistics and per-subsystem timings |
| r_speeds_graph | 0 | display a graph of renderer statistics |
| r_speeds_graph_filter_b | batch_triangles | Blue - display the specified renderer statistic |
| r_speeds_graph_filter_c | copytriangles_triangles | Cyan - display the specified renderer statistic |
| r_speeds_graph_filter_g | batch_batches | Green - display the specified renderer statistic |
| r_speeds_graph_filter_m | dynamic_triangles | Magenta - display the specified renderer statistic |
| r_speeds_graph_filter_o | animcache_shape_vertices | Orange - display the specified renderer statistic |
| r_speeds_graph_filter_r | timedelta | Red - display the specified renderer statistic |
| r_speeds_graph_filter_w | animcache_shade_vertices | White - display the specified renderer statistic |
| r_speeds_graph_filter_y | fast_triangles | Yellow - display the specified renderer statistic |
| r_speeds_graph_height | 128 | size of graph |
| r_speeds_graph_length | 1024 | number of frames in statistics graph, can be from 4 to 8192 |
| r_speeds_graph_maxdefault | 100 | if the minimum and maximum observed values are closer than this, use this value as the graph range (keeps small numbers from being big graphs) |
| r_speeds_graph_maxtimedelta | 16667 | maximum timedelta to display in the graph (this value will be the top line) |
| r_speeds_graph_seconds | 2 | number of seconds in graph, can be from 0.1 to 120 |
| r_speeds_graph_width | 256 | size of graph |
| r_speeds_graph_x | 0 | position of graph |
| r_speeds_graph_y | 0 | position of graph |
| r_stereo_angle | 0 | separation angle of eyes (makes the views look different directions, as an example, 90 gives a 90 degree separation where the views are 45 degrees left and 45 degrees right) |
| r_stereo_horizontal | 0 | aspect skewed side by side view for special decoder/display hardware |
| r_stereo_redblue | 0 | red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too) |
| r_stereo_redcyan | 0 | red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D |
| r_stereo_redgreen | 0 | red/green anaglyph stereo glasses (for those who don't mind yellow) |
| r_stereo_separation | 4 | separation distance of eyes in the world (negative values are only useful for cross-eyed viewing) |
| r_stereo_sidebyside | 0 | side by side views for those who can't afford glasses but can afford eye strain (note: use a negative r_stereo_separation if you want cross-eyed viewing) |
| r_stereo_vertical | 0 | aspect skewed top and bottom view for special decoder/display hardware |
| r_subdivisions_collision_maxtess | 1024 | maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing) |
| r_subdivisions_collision_maxvertices | 4225 | maximum vertices allowed per subdivided curve |
| r_subdivisions_collision_mintess | 0 | minimum number of subdivisions (values above 0 will smooth curves that don't need it) |
| r_subdivisions_collision_tolerance | 15 | maximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering) |
| r_subdivisions_maxtess | 1024 | maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing) |
| r_subdivisions_maxvertices | 65536 | maximum vertices allowed per subdivided curve |
| r_subdivisions_mintess | 0 | minimum number of subdivisions (values above 0 will smooth curves that don't need it) |
| r_subdivisions_tolerance | 4 | maximum error tolerance on curve subdivision for rendering purposes (in other words, the curves will be given as many polygons as necessary to represent curves at this quality) |
| r_test | 0 | internal development use only, leave it alone (usually does nothing anyway) |
| r_textbrightness | 0 | additional brightness for text color codes (0 keeps colors as is, 1 makes them all white) |
| r_textcontrast | 1 | additional contrast for text color codes (1 keeps colors as is, 0 makes them all black) |
| r_textshadow | 2 | draws a shadow on all text to improve readability (note: value controls offset, 1 = 1 pixel, 1.5 = 1.5 pixels, etc) |
| r_texture_dds_load | 0 | load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support) |
| r_texture_dds_load_alphamode | 1 | 0: trust DDPF_ALPHAPIXELS flag, 1: texture format and brute force search if ambiguous, 2: texture format only |
| r_texture_dds_load_logfailure | 0 | log missing DDS textures to ddstexturefailures.log, 0: done log, 1: log with no optional textures (_norm, glow etc.). 2: log all |
| r_texture_dds_save | 0 | save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time |
| r_texture_dds_swdecode | 0 | 0: don't software decode DDS, 1: software decode DDS if unsupported, 2: always software decode DDS |
| r_texture_jpeg_fastpicmip | 1 | perform gl_picmip during decompression for JPEG files (faster) |
| r_textureunits | 32 | number of texture units to use in GL 1.1 and GL 1.3 rendering paths |
| r_track_sprites | 1 | track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to |
| r_track_sprites_flags | 1 | 1: Rotate sprites accordingly, 2: Make it a continuous rotation |
| r_track_sprites_scaleh | 1 | height scaling of tracked sprites |
| r_track_sprites_scalew | 1 | width scaling of tracked sprites |
| r_transparent | 1 | allows use of transparent surfaces (can be turned off to check performance impact) |
| r_transparent_alphatocoverage | 1 | enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher |
| r_transparent_sortarraysize | 4096 | number of distance-sorting layers |
| r_transparent_sortmaxdist | 32768 | upper distance limit for transparent sorting |
| r_transparent_sortmindist | 0 | lower distance limit for transparent sorting |
| r_transparent_sortsurfacesbynearest | 1 | sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts |
| r_transparent_useplanardistance | 0 | sort transparent meshes by distance from view plane rather than spherical distance to the chosen point |
| r_transparentdepthmasking | 0 | enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh |
| r_trippy | 0 | easter egg |
| r_usedepthtextures | 1 | use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware |
| r_useinfinitefarclip | 1 | enables use of a special kind of projection matrix that has an extremely large farclip |
| r_useportalculling | 2 | improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode) |
| r_usesurfaceculling | 1 | skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces) |
| r_viewfbo | 0 | enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode |
| r_viewscale | 1 | scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering |
| r_viewscale_fpsscaling | 0 | change resolution based on framerate |
| r_viewscale_fpsscaling_min | 0.0625 | worst acceptable quality |
| r_viewscale_fpsscaling_multiply | 5 | adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor |
| r_viewscale_fpsscaling_stepmax | 1.00 | largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate) |
| r_viewscale_fpsscaling_stepsize | 0.01 | smallest adjustment to hit the target framerate (this value prevents minute oscillations) |
| r_viewscale_fpsscaling_target | 70 | desired framerate |
| r_water | 1 | whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1) |
| r_water_clippingplanebias | 1 | a rather technical setting which avoids black pixels around water edges |
| r_water_fbo | 1 | enables use of render to texture for water effects, otherwise copy to texture is used (slower) |
| r_water_hideplayer | 1 | if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views |
| r_water_lowquality | 0 | special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights |
| r_water_reflectdistort | 0.01 | how much water reflections shimmer |
| r_water_refractdistort | 0.01 | how much water refractions shimmer |
| r_water_resolutionmultiplier | 0.35 | multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster |
| r_water_scissormode | 3 | scissor (1) or cull (2) or both (3) water renders |
| r_wateralpha | 1 | opacity of water polygons |
| r_waterscroll | 1 | makes water scroll around, value controls how much |
| r_waterwarp | 1 | warp view while underwater |
| rcon_address | server address to send rcon commands to (when not connected to a server) | |
| rcon_password | password to authenticate rcon commands; NOTE: changing rcon_secure clears rcon_password, so set rcon_secure always before rcon_password; may be set to a string of the form user1:pass1 user2:pass2 user3:pass3 to allow multiple user accounts - the client then has to specify ONE of these combinations | |
| rcon_restricted_commands | allowed commands for rcon when the restricted mode password was used | |
| rcon_restricted_password | password to authenticate rcon commands in restricted mode; may be set to a string of the form user1:pass1 user2:pass2 user3:pass3 to allow multiple user accounts - the client then has to specify ONE of these combinations | |
| rcon_secure | 0 | force secure rcon authentication (1 = time based, 2 = challenge based); NOTE: changing rcon_secure clears rcon_password, so set rcon_secure always before rcon_password |
| rcon_secure_challengetimeout | 5 | challenge-based secure rcon: time out requests if no challenge came within this time interval |
| rcon_secure_maxdiff | 5 | maximum time difference between rcon request and server system clock (to protect against replay attack) |
| registered | 0 | indicates if this is running registered quake (whether gfx/pop.lmp was found) |
| samelevel | 0 | repeats same level if level ends (due to timelimit or someone hitting an exit) |
| saved1 | 0 | unused cvar in quake that is saved to config.cfg on exit, can be used by mods |
| saved2 | 0 | unused cvar in quake that is saved to config.cfg on exit, can be used by mods |
| saved3 | 0 | unused cvar in quake that is saved to config.cfg on exit, can be used by mods |
| saved4 | 0 | unused cvar in quake that is saved to config.cfg on exit, can be used by mods |
| savedgamecfg | 0 | unused cvar in quake that is saved to config.cfg on exit, can be used by mods |
| sbar_alpha_bg | 0.4 | opacity value of the statusbar background image |
| sbar_alpha_fg | 1 | opacity value of the statusbar weapon/item icons and numbers |
| sbar_flagstatus_pos | 115 | pixel position of the Nexuiz flag status icons, from the bottom |
| sbar_flagstatus_right | 0 | moves Nexuiz flag status icons to the right |
| sbar_gametime | 1 | shows an overlay for the time left in the current match/level (or current game time if there is no timelimit set) |
| sbar_hudselector | 0 | selects which of the builtin hud layouts to use (meaning is somewhat dependent on gamemode, so nexuiz has a very different set of hud layouts than quake for example) |
| sbar_info_pos | 0 | pixel position of the info strings (such as showfps), from the bottom |
| sbar_miniscoreboard_size | -1 | sets the size of the mini deathmatch overlay in items, or disables it when set to 0, or sets it to a sane default when set to -1 |
| sbar_scorerank | 1 | shows an overlay for your score (or team score) and rank in the scoreboard |
| scr_centertime | 2 | how long centerprint messages show |
| scr_conalpha | 1 | opacity of console background gfx/conback |
| scr_conalpha2factor | 0 | opacity of console background gfx/conback2 relative to scr_conalpha; when 0, gfx/conback2 is not drawn |
| scr_conalpha3factor | 0 | opacity of console background gfx/conback3 relative to scr_conalpha; when 0, gfx/conback3 is not drawn |
| scr_conalphafactor | 1 | opacity of console background gfx/conback relative to scr_conalpha; when 0, gfx/conback is not drawn |
| scr_conbrightness | 1 | brightness of console background (0 = black, 1 = image) |
| scr_conforcewhiledisconnected | 1 | forces fullscreen console while disconnected |
| scr_conscroll2_x | 0 | scroll speed of gfx/conback2 in x direction |
| scr_conscroll2_y | 0 | scroll speed of gfx/conback2 in y direction |
| scr_conscroll3_x | 0 | scroll speed of gfx/conback3 in x direction |
| scr_conscroll3_y | 0 | scroll speed of gfx/conback3 in y direction |
| scr_conscroll_x | 0 | scroll speed of gfx/conback in x direction |
| scr_conscroll_y | 0 | scroll speed of gfx/conback in y direction |
| scr_infobar_height | 8 | the height of the infobar items |
| scr_loadingscreen_background | 0 | show the last visible background during loading screen (costs one screenful of video memory) |
| scr_loadingscreen_barcolor | 0 0 1 | rgb color of loadingscreen progress bar |
| scr_loadingscreen_barheight | 8 | the height of the loadingscreen progress bar |
| scr_loadingscreen_count | 1 | number of loading screen files to use randomly (named loading.tga, loading2.tga, loading3.tga, ...) |
| scr_loadingscreen_firstforstartup | 0 | remove loading.tga from random scr_loadingscreen_count selection and only display it on client startup, 0 = normal, 1 = firstforstartup |
| scr_loadingscreen_maxfps | 10 | restrict maximal FPS for loading screen so it will not update very often (this will make lesser loading times on a maps loading large number of models) |
| scr_loadingscreen_picture | gfx/loading | picture shown during loading |
| scr_loadingscreen_scale | 1 | scale factor of the background |
| scr_loadingscreen_scale_base | 0 | 0 = console pixels, 1 = video pixels |
| scr_loadingscreen_scale_limit | 0 | 0 = no limit, 1 = until first edge hits screen edge, 2 = until last edge hits screen edge, 3 = until width hits screen width, 4 = until height hits screen height |
| scr_menuforcewhiledisconnected | 0 | forces menu while disconnected |
| scr_printspeed | 0 | speed of intermission printing (episode end texts), a value of 0 disables the slow printing |
| scr_refresh | 1 | allows you to completely shut off rendering for benchmarking purposes |
| scr_screenshot_alpha | 0 | try to write an alpha channel to screenshots (debugging feature) |
| scr_screenshot_gammaboost | 1 | gamma correction on saved screenshots and videos, 1.0 saves unmodified images |
| scr_screenshot_hwgamma | 1 | apply the video gamma ramp to saved screenshots and videos |
| scr_screenshot_jpeg | 1 | save jpeg instead of targa |
| scr_screenshot_jpeg_quality | 0.9 | image quality of saved jpeg |
| scr_screenshot_name | dp | prefix name for saved screenshots (changes based on -game commandline, as well as which game mode is running; the date is encoded using strftime escapes) |
| scr_screenshot_name_in_mapdir | 0 | if set to 1, screenshots are placed in a subdirectory named like the map they are from |
| scr_screenshot_png | 0 | save png instead of targa |
| scr_screenshot_timestamp | 1 | use a timestamp based number of the type YYYYMMDDHHMMSSsss instead of sequential numbering |
| scr_stipple | 0 | interlacing-like stippling of the display |
| scratch1 | 0 | unused cvar in quake, can be used by mods |
| scratch2 | 0 | unused cvar in quake, can be used by mods |
| scratch3 | 0 | unused cvar in quake, can be used by mods |
| scratch4 | 0 | unused cvar in quake, can be used by mods |
| sensitivity | 3 | mouse speed multiplier |
| sessionid | ID of the current session (use the -sessionid parameter to set it); this is always either empty or begins with a dot (.) | |
| showblur | 0 | shows the current alpha level of motionblur |
| showbrand | 0 | shows gfx/brand.tga in a corner of the screen (different values select different positions, including centered) |
| showdate | 0 | shows current date (useful on screenshots) |
| showdate_format | %Y-%m-%d | format string for date |
| showfps | 0 | shows your rendered fps (frames per second) |
| shownetgraph | 0 | shows a graph of packet sizes and other information, 0 = off, 1 = show client netgraph, 2 = show client and server netgraphs (when hosting a server) |
| showpause | 1 | show pause icon when game is paused |
| showram | 1 | show ram icon if low on surface cache memory (not used) |
| showsound | 0 | shows number of active sound sources, sound latency, and other statistics |
| showspeed | 0 | shows your current speed (qu per second); number selects unit: 1 = qu/s, 2 = m/s, 3 = km/h, 4 = mph, 5 = knots |
| showtex | 0 | shows the name of the texture on the crosshair (for map debugging) |
| showtime | 0 | shows current time of day (useful on screenshots) |
| showtime_format | %H:%M:%S | format string for time of day |
| showtopspeed | 0 | shows your top speed (kept on screen for max 3 seconds); value -1 takes over the unit from showspeed, otherwise it's an unit number just like in showspeed |
| showturtle | 0 | show turtle icon when framerate is too low |
| skill | 1 | difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice) |
| skin | QW player skin name (example: base) | |
| slowmo | 1.0 | controls game speed, 0.5 is half speed, 2 is double speed |
| snd_attenuation_decibel | 0 | Decibel sound attenuation per sound radius distance |
| snd_attenuation_exponent | 1 | Exponent of (1-radius) in sound attenuation formula |
| snd_channel0volume | 1 | volume multiplier of the auto-allocate entity channel |
| snd_channel1volume | 1 | volume multiplier of the 1st entity channel |
| snd_channel2volume | 1 | volume multiplier of the 2nd entity channel |
| snd_channel3volume | 1 | volume multiplier of the 3rd entity channel |
| snd_channel4volume | 1 | volume multiplier of the 4th entity channel |
| snd_channel5volume | 1 | volume multiplier of the 5th entity channel |
| snd_channel6volume | 1 | volume multiplier of the 6th entity channel |
| snd_channel7volume | 1 | volume multiplier of the 7th entity channel |
| snd_channellayout | 0 | channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout) |
| snd_channels | 2 | number of channels for the sound output (2 for stereo; up to 8 supported for 3D sound) |
| snd_csqcchannel0volume | 1 | volume multiplier of the auto-allocate entity channel CSQC entities (DEPRECATED) |
| snd_csqcchannel1volume | 1 | volume multiplier of the 1st entity channel of CSQC entities (DEPRECATED) |
| snd_csqcchannel2volume | 1 | volume multiplier of the 2nd entity channel of CSQC entities (DEPRECATED) |
| snd_csqcchannel3volume | 1 | volume multiplier of the 3rd entity channel of CSQC entities (DEPRECATED) |
| snd_csqcchannel4volume | 1 | volume multiplier of the 4th entity channel of CSQC entities (DEPRECATED) |
| snd_csqcchannel5volume | 1 | volume multiplier of the 5th entity channel of CSQC entities (DEPRECATED) |
| snd_csqcchannel6volume | 1 | volume multiplier of the 6th entity channel of CSQC entities (DEPRECATED) |
| snd_csqcchannel7volume | 1 | volume multiplier of the 7th entity channel of CSQC entities (DEPRECATED) |
| snd_entchannel0volume | 1 | volume multiplier of the auto-allocate entity channel of regular entities (DEPRECATED) |
| snd_entchannel1volume | 1 | volume multiplier of the 1st entity channel of regular entities (DEPRECATED) |
| snd_entchannel2volume | 1 | volume multiplier of the 2nd entity channel of regular entities (DEPRECATED) |
| snd_entchannel3volume | 1 | volume multiplier of the 3rd entity channel of regular entities (DEPRECATED) |
| snd_entchannel4volume | 1 | volume multiplier of the 4th entity channel of regular entities (DEPRECATED) |
| snd_entchannel5volume | 1 | volume multiplier of the 5th entity channel of regular entities (DEPRECATED) |
| snd_entchannel6volume | 1 | volume multiplier of the 6th entity channel of regular entities (DEPRECATED) |
| snd_entchannel7volume | 1 | volume multiplier of the 7th entity channel of regular entities (DEPRECATED) |
| snd_identicalsoundrandomization_tics | 0 | if nonzero, how many tics to limit sound randomization as defined by snd_identicalsoundrandomization_time |
| snd_identicalsoundrandomization_time | 0.1 | how much seconds to randomly skip (positive) or delay (negative) sounds when multiple identical sounds are started on the same frame |
| snd_initialized | 1 | indicates the sound subsystem is active |
| snd_maxchannelvolume | 10 | maximum volume of a single sound |
| snd_mutewhenidle | 1 | whether to disable sound output when game window is inactive |
| snd_noextraupdate | 0 | disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates |
| snd_playerchannel0volume | 1 | volume multiplier of the auto-allocate entity channel of player entities (DEPRECATED) |
| snd_playerchannel1volume | 1 | volume multiplier of the 1st entity channel of player entities (DEPRECATED) |
| snd_playerchannel2volume | 1 | volume multiplier of the 2nd entity channel of player entities (DEPRECATED) |
| snd_playerchannel3volume | 1 | volume multiplier of the 3rd entity channel of player entities (DEPRECATED) |
| snd_playerchannel4volume | 1 | volume multiplier of the 4th entity channel of player entities (DEPRECATED) |
| snd_playerchannel5volume | 1 | volume multiplier of the 5th entity channel of player entities (DEPRECATED) |
| snd_playerchannel6volume | 1 | volume multiplier of the 6th entity channel of player entities (DEPRECATED) |
| snd_playerchannel7volume | 1 | volume multiplier of the 7th entity channel of player entities (DEPRECATED) |
| snd_precache | 1 | loads sounds before they are used |
| snd_show | 0 | shows some statistics about sound mixing |
| snd_softclip | 0 | Use soft-clipping. Soft-clipping can make the sound more smooth if very high volume levels are used. Enable this option if the dynamic range of the loudspeakers is very low. WARNING: This feature creates distortion and should be considered a last resort. |
| snd_soundradius | 1200 | radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius) |
| snd_spatialization_control | 0 | enable spatialization control (headphone friendly mode) |
| snd_spatialization_max | 0.95 | maximum spatialization of sounds |
| snd_spatialization_max_radius | 100 | use maximum spatialization below this radius |
| snd_spatialization_min | 0.70 | minimum spatializazion of sounds |
| snd_spatialization_min_radius | 10000 | use minimum spatialization above to this radius |
| snd_spatialization_occlusion | 1 | enable occlusion testing on spatialized sounds, which simply quiets sounds that are blocked by the world; 1 enables PVS method, 2 enables LineOfSight method, 3 enables both |
| snd_spatialization_power | 0 | exponent of the spatialization falloff curve (0: logarithmic) |
| snd_spatialization_prologic | 0 | use dolby prologic (I, II or IIx) encoding (snd_channels must be 2) |
| snd_spatialization_prologic_frontangle | 30 | the angle between the front speakers and the center speaker |
| snd_speed | 48000 | sound output frequency, in hertz |
| snd_startloopingsounds | 1 | whether to start sounds that would loop (you want this to be 1); existing sounds are not affected |
| snd_startnonloopingsounds | 1 | whether to start sounds that would not loop (you want this to be 1); existing sounds are not affected |
| snd_staticvolume | 1 | volume of ambient sound effects (such as swampy sounds at the start of e1m2) |
| snd_streaming | 1 | enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory); when set to 2, streaming is performed even if this would waste memory |
| snd_streaming_length | 1 | decompress sounds completely if they are less than this play time when snd_streaming is 1 |
| snd_swapstereo | 0 | swaps left/right speakers for old ISA soundblaster cards |
| snd_wav_partitionsize | 1024 | controls sound delay in samples, values too low will cause crackling, too high will cause delayed sounds |
| snd_width | 2 | sound output precision, in bytes (1 and 2 supported) |
| snd_worldchannel0volume | 1 | volume multiplier of the auto-allocate entity channel of the world entity (DEPRECATED) |
| snd_worldchannel1volume | 1 | volume multiplier of the 1st entity channel of the world entity (DEPRECATED) |
| snd_worldchannel2volume | 1 | volume multiplier of the 2nd entity channel of the world entity (DEPRECATED) |
| snd_worldchannel3volume | 1 | volume multiplier of the 3rd entity channel of the world entity (DEPRECATED) |
| snd_worldchannel4volume | 1 | volume multiplier of the 4th entity channel of the world entity (DEPRECATED) |
| snd_worldchannel5volume | 1 | volume multiplier of the 5th entity channel of the world entity (DEPRECATED) |
| snd_worldchannel6volume | 1 | volume multiplier of the 6th entity channel of the world entity (DEPRECATED) |
| snd_worldchannel7volume | 1 | volume multiplier of the 7th entity channel of the world entity (DEPRECATED) |
| sv_accelerate | 10 | rate at which a player accelerates to sv_maxspeed |
| sv_adminnick | nick name to use for admin messages instead of host name | |
| sv_aim | 2 | maximum cosine angle for quake's vertical autoaim, a value above 1 completely disables the autoaim, quake used 0.93 |
| sv_airaccel_qw | 1 | ratio of QW-style air control as opposed to simple acceleration; when < 0, the speed is clamped against the maximum allowed forward speed after the move |
| sv_airaccel_qw_stretchfactor | 0 | when set, the maximum acceleration increase the player may get compared to forward-acceleration when strafejumping |
| sv_airaccel_sideways_friction | anti-sideways movement stabilization (reduces speed gain when zigzagging); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger | |
| sv_airaccelerate | -1 | rate at which a player accelerates to sv_maxairspeed while in the air, if less than 0 the sv_accelerate variable is used instead |
| sv_aircontrol | 0 | CPMA-style air control |
| sv_aircontrol_penalty | 0 | deceleration while using CPMA-style air control |
| sv_aircontrol_power | 2 | CPMA-style air control exponent |
| sv_airspeedlimit_nonqw | 0 | when set, this is a soft speed limit while in air when using airaccel_qw not equal to 1 |
| sv_airstopaccelerate | 0 | when set, replacement for sv_airaccelerate when moving backwards |
| sv_airstrafeaccel_qw | 0 | when set, replacement for sv_airaccel_qw when just strafing |
| sv_airstrafeaccelerate | 0 | when set, replacement for sv_airaccelerate when just strafing |
| sv_allowdownloads | 1 | whether to allow clients to download files from the server (does not affect http downloads) |
| sv_allowdownloads_archive | 0 | whether to allow downloads of archives (pak/pk3) |
| sv_allowdownloads_config | 0 | whether to allow downloads of config files (cfg) |
| sv_allowdownloads_dlcache | 0 | whether to allow downloads of dlcache files (dlcache/) |
| sv_allowdownloads_inarchive | 0 | whether to allow downloads from archives (pak/pk3) |
| sv_areadebug | 0 | disables physics culling for debugging purposes (only for development) |
| sv_areagrid_mingridsize | 128 | minimum areagrid cell size, smaller values work better for lots of small objects, higher values for large objects |
| sv_autodemo_perclient | 0 | set to 1 to enable autorecorded per-client demos (they'll start to record at the beginning of a match); set it to 2 to also record client->server packets (for debugging) |
| sv_autodemo_perclient_discardable | 0 | Allow game code to decide whether a demo should be kept or discarded. |
| sv_autodemo_perclient_nameformat | sv_autodemos/%Y-%m-%d_%H-%M | The format of the sv_autodemo_perclient filename, followed by the map name, the client number and the IP address + port number, separated by underscores (the date is encoded using strftime escapes) |
| sv_cheats | 0 | enables cheat commands in any game, and cheat impulses in dpmod |
| sv_checkforpacketsduringsleep | 0 | uses select() function to wait between frames which can be interrupted by packets being received, instead of Sleep()/usleep()/SDL_Sleep() functions which do not check for packets |
| sv_clmovement_enable | 1 | whether to allow clients to use cl_movement prediction, which can cause choppy movement on the server which may annoy other players |
| sv_clmovement_inputtimeout | 0.2 | when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld) |
| sv_clmovement_minping | 0 | if client ping is below this time in milliseconds, then their ability to use cl_movement prediction is disabled for a while (as they don't need it) |
| sv_clmovement_minping_disabletime | 1000 | when client falls below minping, disable their prediction for this many milliseconds (should be at least 1000 or else their prediction may turn on/off frequently) |
| sv_cullentities_nevercullbmodels | 0 | if enabled the clients are always notified of moving doors and lifts and other submodels of world (warning: eats a lot of network bandwidth on some levels!) |
| sv_cullentities_pvs | 1 | fast but loose culling of hidden entities |
| sv_cullentities_stats | 0 | displays stats on network entities culled by various methods for each client |
| sv_cullentities_trace | 0 | somewhat slow but very tight culling of hidden entities, minimizes network traffic and makes wallhack cheats useless |
| sv_cullentities_trace_delay | 1 | number of seconds until the entity gets actually culled |
| sv_cullentities_trace_delay_players | 0.2 | number of seconds until the entity gets actually culled if it is a player entity |
| sv_cullentities_trace_enlarge | 0 | box enlargement for entity culling |
| sv_cullentities_trace_entityocclusion | 0 | also check if doors and other bsp models are in the way |
| sv_cullentities_trace_prediction | 1 | also trace from the predicted player position |
| sv_cullentities_trace_prediction_time | 0.2 | how many seconds of prediction to use |
| sv_cullentities_trace_samples | 2 | number of samples to test for entity culling |
| sv_cullentities_trace_samples_extra | 2 | number of samples to test for entity culling when the entity affects its surroundings by e.g. dlight |
| sv_cullentities_trace_samples_players | 8 | number of samples to test for entity culling when the entity is a player entity |
| sv_curl_defaulturl | default autodownload source URL | |
| sv_curl_maxspeed | 0 | maximum download speed for clients downloading from sv_curl_defaulturl (KiB/s) |
| sv_curl_serverpackages | list of required files for the clients, separated by spaces | |
| sv_debugmove | 0 | disables collision detection optimizations for debugging purposes |
| sv_disablenotify | 1 | suppress broadcast prints when certain cvars are changed (CVAR_NOTIFY flag in engine code) |
| sv_echobprint | 1 | prints gamecode bprint() calls to server console |
| sv_entpatch | 1 | enables loading of .ent files to override entities in the bsp (for example Threewave CTF server pack contains .ent patch files enabling play of CTF on id1 maps) |
| sv_fixedframeratesingleplayer | 1 | allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate) |
| sv_freezenonclients | 0 | freezes time, except for players, allowing you to walk around and take screenshots of explosions |
| sv_friction | 4 | how fast you slow down |
| sv_gameplayfix_blowupfallenzombies | 0 | causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them |
| sv_gameplayfix_consistentplayerprethink | 0 | improves fairness in multiplayer by running all PlayerPreThink functions (which fire weapons) before performing physics, then running all PlayerPostThink functions |
| sv_gameplayfix_delayprojectiles | 0 | causes entities to not move on the same frame they are spawned, meaning that projectiles wait until the next frame to perform their first move, giving proper interpolation and rocket trails, but making weapons harder to use at low framerates |
| sv_gameplayfix_downtracesupportsongroundflag | 0 | prevents very short moves from clearing onground (which may make the player stick to the floor at high netfps) |
| sv_gameplayfix_droptofloorstartsolid | 0 | prevents items and monsters that start in a solid area from falling out of the level (makes droptofloor treat trace_startsolid as an acceptable outcome) |
| sv_gameplayfix_droptofloorstartsolid_nudgetocorrect | 0 | tries to nudge stuck items and monsters out of walls before droptofloor is performed |
| sv_gameplayfix_easierwaterjump | 0 | changes water jumping to make it easier to get out of water (exactly like in QuakeWorld) |
| sv_gameplayfix_findradiusdistancetobox | 0 | causes findradius to check the distance to the corner of a box rather than the center of the box, makes findradius detect bmodels such as very large doors that would otherwise be unaffected by splash damage |
| sv_gameplayfix_fixedcheckwatertransition | 0 | fix two very stupid bugs in SV_CheckWaterTransition when watertype is CONTENTS_EMPTY (the bugs causes waterlevel to be 1 on first frame, -1 on second frame - the fix makes it 0 on both frames) |
| sv_gameplayfix_gravityunaffectedbyticrate | 0 | fix some ticrate issues in physics. |
| sv_gameplayfix_grenadebouncedownslopes | 1 | prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface |
| sv_gameplayfix_multiplethinksperframe | 0 | allows entities to think more often than the server framerate, primarily useful for very high fire rate weapons |
| sv_gameplayfix_noairborncorpse | 1 | causes entities (corpses, items, etc) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them |
| sv_gameplayfix_noairborncorpse_allowsuspendeditems | 0 | causes entities sitting ontop of objects that are instantaneously remove to float in midair (special hack to allow a common level design trick for floating items) |
| sv_gameplayfix_nogravityonground | 0 | turn off gravity when on ground (to get rid of sliding) |
| sv_gameplayfix_nostepmoveonsteepslopes | 1 | crude fix which prevents MOVETYPE_STEP (not swimming or flying) to move on slopes whose angle is bigger than 45 degree |
| sv_gameplayfix_nudgeoutofsolid | 0 | attempts to fix physics errors (where an object ended up in solid for some reason) |
| sv_gameplayfix_nudgeoutofsolid_separation | 0.03125 | keep objects this distance apart to prevent collision issues on seams |
| sv_gameplayfix_q1bsptracelinereportstexture | 0 | enables mods to get accurate trace_texture results on q1bsp by using a surface-hitting traceline implementation rather than the standard solidbsp method, q3bsp always reports texture accurately |
| sv_gameplayfix_q2airaccelerate | 0 | Quake2-style air acceleration |
| sv_gameplayfix_setmodelrealbox | 0 | fixes a bug in Quake that made setmodel always set the entity box to ('-16 -16 -16', '16 16 16') rather than properly checking the model box, breaks some poorly coded mods |
| sv_gameplayfix_slidemoveprojectiles | 0 | allows MOVETYPE_FLY/FLYMISSILE/TOSS/BOUNCE/BOUNCEMISSILE entities to finish their move in a frame even if they hit something, fixes 'gravity accumulation' bug for grenades on steep slopes |
| sv_gameplayfix_stepdown | 1 | attempts to step down stairs, not just up them (prevents the familiar thud..thud..thud.. when running down stairs and slopes) |
| sv_gameplayfix_stepmultipletimes | 0 | applies step-up onto a ledge more than once in a single frame, when running quickly up stairs |
| sv_gameplayfix_swiminbmodels | 0 | causes pointcontents (used to determine if you are in a liquid) to check bmodel entities as well as the world model, so you can swim around in (possibly moving) water bmodel entities |
| sv_gameplayfix_unstickentities | 1 | hack to check if entities are crossing world collision hull and try to move them to the right position |
| sv_gameplayfix_unstickplayers | 1 | big hack to try and fix the rare case of MOVETYPE_WALK entities getting stuck in the world clipping hull. |
| sv_gameplayfix_upwardvelocityclearsongroundflag | 0 | prevents monsters, items, and most other objects from being stuck to the floor when pushed around by damage, and other situations in mods |
| sv_gravity | 800 | how fast you fall (512 = roughly earth gravity) |
| sv_heartbeatperiod | 120 | how often to send heartbeat in seconds (only used if sv_public is 1) |
| sv_idealpitchscale | 0.8 | how much to look up/down slopes and stairs when not using freelook |
| sv_jumpstep | 0 | whether you can step up while jumping |
| sv_jumpvelocity | 270 | cvar that can be used by QuakeC code for jump velocity |
| sv_master1 | user-chosen master server 1 | |
| sv_master2 | user-chosen master server 2 | |
| sv_master3 | user-chosen master server 3 | |
| sv_master4 | user-chosen master server 4 | |
| sv_masterextra1 | 69.59.212.88 | ghdigital.com - default master server 1 (admin: LordHavoc) |
| sv_masterextra2 | 107.161.23.68 | dpmaster.deathmask.net - default master server 2 (admin: Willis) |
| sv_masterextra3 | 92.62.40.73 | dpmaster.tchr.no - default master server 3 (admin: tChr) |
| sv_maxairspeed | 30 | maximum speed a player can accelerate to when airborn (note that it is possible to completely stop by moving the opposite direction) |
| sv_maxairstrafespeed | 0 | when set, replacement for sv_maxairspeed when just strafing |
| sv_maxrate | 1000000 | upper limit on client rate cvar, should reflect your network connection quality |
| sv_maxspeed | 320 | maximum speed a player can accelerate to when on ground (can be exceeded by tricks) |
| sv_maxvelocity | 2000 | universal speed limit on all entities |
| sv_namechangetimer | 5 | how often to allow name changes, in seconds (prevents people from using animated names and other tricks |
| sv_nostep | 0 | prevents MOVETYPE_STEP entities (monsters) from moving |
| sv_onlycsqcnetworking | 0 | disables legacy entity networking code for higher performance (except on clients, which can still be legacy) |
| sv_playerphysicsqc | 1 | enables QuakeC function to override player physics |
| sv_progs | progs.dat | selects which quakec progs.dat file to run |
| sv_protocolname | DP7 | selects network protocol to host for (values include QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up) |
| sv_public | 0 | 1: advertises this server on the master server (so that players can find it in the server browser); 0: allow direct queries only; -1: do not respond to direct queries; -2: do not allow anyone to connect; -3: already block at getchallenge level |
| sv_public_rejectreason | The server is closing. | Rejection reason for connects when sv_public is -2 |
| sv_random_seed | random seed; when set, on every map start this random seed is used to initialize the random number generator. Don't touch it unless for benchmarking or debugging | |
| sv_ratelimitlocalplayer | 0 | whether to apply rate limiting to the local player in a listen server (only useful for testing) |
| sv_sound_land | demon/dland2.wav | sound to play when MOVETYPE_STEP entity hits the ground at high speed (empty cvar disables the sound) |
| sv_sound_watersplash | misc/h2ohit1.wav | sound to play when MOVETYPE_FLY/TOSS/BOUNCE/STEP entity enters or leaves water (empty cvar disables the sound) |
| sv_status_privacy | 0 | do not show IP addresses in 'status' replies to clients |
| sv_status_show_qcstatus | 0 | show the 'qcstatus' field in status replies, not the 'frags' field. Turn this on if your mod uses this field, and the 'frags' field on the other hand has no meaningful value. |
| sv_stepheight | 18 | how high you can step up (TW_SV_STEPCONTROL extension) |
| sv_stopspeed | 100 | how fast you come to a complete stop |
| sv_threaded | 0 | enables a separate thread for server code, improving performance, especially when hosting a game while playing, EXPERIMENTAL, may be crashy |
| sv_wallfriction | 1 | how much you slow down when sliding along a wall |
| sv_warsowbunny_accel | 0.1585 | how fast you accelerate until after reaching sv_maxspeed (it gets harder as you near sv_warsowbunny_topspeed) |
| sv_warsowbunny_airforwardaccel | 1.00001 | how fast you accelerate until you reach sv_maxspeed |
| sv_warsowbunny_backtosideratio | 0.8 | lower values make it easier to change direction without losing speed; the drawback is "understeering" in sharp turns |
| sv_warsowbunny_topspeed | 925 | soft speed limit (can get faster with rjs and on ramps) |
| sv_warsowbunny_turnaccel | 0 | max sharpness of turns (also master switch for the sv_warsowbunny_* mode; set this to 9 to enable) |
| sv_wateraccelerate | -1 | rate at which a player accelerates to sv_maxspeed while in the air, if less than 0 the sv_accelerate variable is used instead |
| sv_waterfriction | -1 | how fast you slow down, if less than 0 the sv_friction variable is used instead |
| sv_worldbasename | name of current worldmodel without maps/ prefix or extension | |
| sv_worldmessage | title of current level | |
| sv_worldname | name of current worldmodel | |
| sv_worldnamenoextension | name of current worldmodel without extension | |
| sv_writepicture_quality | 10 | WritePicture quality offset (higher means better quality, but slower) |
| sys_colortranslation | 0 | terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation) |
| sys_debugsleep | 0 | write requested and attained sleep times to standard output, to be used with gnuplot |
| sys_memsize_physical | 4096 | physical memory size in MB (or empty if unknown) |
| sys_memsize_virtual | 2048 | virtual memory size in MB (or empty if unknown) |
| sys_specialcharactertranslation | 1 | terminal console conchars to ASCII translation (set to 0 if your conchars.tga is for an 8bit character set or if you want raw output) |
| sys_ticrate | 0.01388889 | how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players), 0.0138889 matches QuakeWorld physics |
| sys_usenoclockbutbenchmark | 0 | don't use ANY real timing, and simulate a clock (for benchmarking); the game then runs as fast as possible. Run a QC mod with bots that does some stuff, then does a quit at the end, to benchmark a server. NEVER do this on a public server. |
| sys_usequeryperformancecounter | 0 | use windows QueryPerformanceCounter timer (which has issues on multicore/multiprocessor machines and processors which are designed to conserve power) for timing rather than timeGetTime function (which has issues on some motherboards) |
| team | none | QW team (4 character limit, example: blue) |
| teamplay | 0 | teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self |
| temp1 | 0 | general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes) |
| timedemo_screenshotframelist | when performing a timedemo, take screenshots of each frame in this space-separated list - example: 1 201 401 | |
| timeformat | [%Y-%m-%d %H:%M:%S] | // time format to use on timestamped console messages |
| timelimit | 0 | ends level at this time (in minutes) |
| timestamps | 0 | prints timestamps on console messages |
| utf8_enable | 0 | Enable UTF-8 support. For compatibility, this is disabled by default in most games. |
| v_brightness | 0 | brightness of black, useful for monitors that are too dark |
| v_centermove | 0.15 | how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off) |
| v_centerspeed | 500 | how fast the view centers itself |
| v_color_black_b | 0 | desired color of black |
| v_color_black_g | 0 | desired color of black |
| v_color_black_r | 0 | desired color of black |
| v_color_enable | 0 | enables black-grey-white color correction curve controls |
| v_color_grey_b | 0.5 | desired color of grey |
| v_color_grey_g | 0.5 | desired color of grey |
| v_color_grey_r | 0.5 | desired color of grey |
| v_color_white_b | 1 | desired color of white |
| v_color_white_g | 1 | desired color of white |
| v_color_white_r | 1 | desired color of white |
| v_contrast | 1 | brightness of white (values above 1 give a brighter image with increased color saturation, unlike v_gamma) |
| v_contrastboost | 1 | by how much to multiply the contrast in dark areas (1 is no change) |
| v_deathtilt | 1 | whether to use sideways view when dead |
| v_deathtiltangle | 80 | what roll angle to use when tilting the view while dead |
| v_flipped | 0 | mirror the screen (poor man's left handed mode) |
| v_gamma | 1 | inverse gamma correction value, a brightness effect that does not affect white or black, and tends to make the image grey and dull |
| v_glslgamma | 1 | enables use of GLSL to apply gamma correction ramps if available (note: overrides v_hwgamma) |
| v_glslgamma_2d | 0 | applies GLSL gamma to 2d pictures (HUD, fonts) |
| v_glslgamma_video | 1 | applies GLSL gamma to played video, could be a fraction, requires r_glslgamma_2d 1. |
| v_hwgamma | 0 | enables use of hardware gamma correction ramps if available (note: does not work very well on Windows2000 and above), values are 0 = off, 1 = attempt to use hardware gamma, 2 = use hardware gamma whether it works or not |
| v_idlescale | 0 | how much of the quake 'drunken view' effect to use |
| v_ipitch_cycle | 1 | v_idlescale pitch speed |
| v_ipitch_level | 0.3 | v_idlescale pitch amount |
| v_iroll_cycle | 0.5 | v_idlescale roll speed |
| v_iroll_level | 0.1 | v_idlescale roll amount |
| v_iyaw_cycle | 2 | v_idlescale yaw speed |
| v_iyaw_level | 0.3 | v_idlescale yaw amount |
| v_kickpitch | 0.6 | how much a view kick from damage pitches your view |
| v_kickroll | 0.6 | how much a view kick from damage rolls your view |
| v_kicktime | 0.5 | how long a view kick from damage lasts |
| v_psycho | 0 | easter egg |
| vid_bitsperpixel | 32 | how many bits per pixel to render at (32 or 16, 32 is recommended) |
| vid_conheight | 480 | virtual height of 2D graphics system |
| vid_conwidth | 640 | virtual width of 2D graphics system |
| vid_desktopfullscreen | 1 | force desktop resolution for fullscreen; also use some OS dependent tricks for better fullscreen integration |
| vid_dx9 | 0 | use Microsoft Direct3D9(r) for rendering |
| vid_dx9_hal | 1 | enables hardware rendering (1), otherwise software reference rasterizer (0 - very slow), note that 0 is necessary when using NVPerfHUD (which renders in hardware but requires this option to enable it) |
| vid_dx9_softvertex | 0 | enables software vertex processing (for compatibility testing? or if you have a very fast CPU), usually you want this off |
| vid_dx9_triplebuffer | 0 | enables triple buffering when using vid_vsync in fullscreen, this options adds some latency and only helps when framerate is below 60 so you usually don't want it |
| vid_forcerefreshrate | 0 | try to set the given vid_refreshrate even if Windows doesn't list it as valid video mode |
| vid_fullscreen | 1 | use fullscreen (1) or windowed (0) |
| vid_gl13 | 1 | enables faster rendering using OpenGL 1.3 features (such as GL_ARB_texture_env_combine extension) |
| vid_gl20 | 1 | enables faster rendering using OpenGL 2.0 features (such as GL_ARB_fragment_shader extension) |
| vid_grabkeyboard | 0 | whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards) |
| vid_hardwaregammasupported | 1 | indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps) |
| vid_height | 480 | resolution |
| vid_minheight | 0 | minimum vid_height that is acceptable (to be set in default.cfg in mods) |
| vid_minwidth | 0 | minimum vid_width that is acceptable (to be set in default.cfg in mods) |
| vid_mouse | 1 | whether to use the mouse in windowed mode (fullscreen always does) |
| vid_pixelheight | 1 | adjusts vertical field of vision to account for non-square pixels (1280x1024 on a CRT monitor for example) |
| vid_refreshrate | 60 | refresh rate to use, in hz (higher values flicker less, if supported by your monitor) |
| vid_resizable | 0 | 0: window not resizable, 1: resizable, 2: window can be resized but the framebuffer isn't adjusted |
| vid_sRGB | 0 | if hardware is capable, modify rendering to be gamma corrected for the sRGB color standard (computer monitors, TVs), recommended |
| vid_sRGB_fallback | 0 | do an approximate sRGB fallback if not properly supported by hardware (2: also use the fallback if framebuffer is 8bit, 3: always use the fallback even if sRGB is supported) |
| vid_samples | 1 | how many anti-aliasing samples per pixel to request from the graphics driver (4 is recommended, 1 is faster) |
| vid_soft | 0 | enables use of the DarkPlaces Software Rasterizer rather than OpenGL or Direct3D |
| vid_soft_interlace | 1 | whether the DarkPlaces Software Rasterizer should interlace the screen bands occupied by each thread |
| vid_soft_threads | 8 | the number of threads the DarkPlaces Software Rasterizer should use |
| vid_stereobuffer | 0 | enables 'quad-buffered' stereo rendering for stereo shutterglasses, HMD (head mounted display) devices, or polarized stereo LCDs, if supported by your drivers |
| vid_stick_mouse | 0 | have the mouse stuck in the center of the screen |
| vid_touchscreen | 0 | Use touchscreen-style input (no mouse grab, track mouse motion only while button is down, screen areas for mimicing joystick axes and buttons |
| vid_touchscreen_density | 2.0 | Standard quantized screen density multiplier (see Android documentation for DisplayMetrics), similar values are given on iPhoneOS |
| vid_touchscreen_outlinealpha | 0 | opacity of touchscreen area outlines |
| vid_touchscreen_overlayalpha | 0.25 | opacity of touchscreen area icons |
| vid_touchscreen_showkeyboard | 0 | shows the platform's screen keyboard for text entry, can be set by csqc or menu qc if it wants to receive text input, does nothing if the platform has no screen keyboard |
| vid_touchscreen_supportshowkeyboard | 0 | indicates if the platform supports a virtual keyboard |
| vid_touchscreen_xdpi | 300 | Horizontal DPI of the screen (only valid on Android currently) |
| vid_touchscreen_ydpi | 300 | Vertical DPI of the screen (only valid on Android currently) |
| vid_userefreshrate | 0 | set this to 1 to make vid_refreshrate used, or to 0 to let the engine choose a sane default |
| vid_vsync | 0 | sync to vertical blank, prevents 'tearing' (seeing part of one frame and part of another on the screen at the same time), automatically disabled when doing timedemo benchmarks |
| vid_width | 640 | resolution |
| viewsize | 100 | how large the view should be, 110 disables inventory bar, 120 disables status bar |
| volume | 0.7 | volume of sound effects |