Rendering (r_)
233r_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_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_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_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
Client (cl_)
148cl_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_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_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
Server (sv_)
128sv_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)
Shadows & Lighting (r_shadow)
79r_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
Sound (snd_)
72snd_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)
OpenGL (gl_)
41gl_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
Music (music_)
41music_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
Video / Display (vid_)
40vid_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
Joystick / Input (joy_)
37joy_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)
Screen (scr_)
37scr_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_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
View (v_)
34v_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
Model Loading (mod_)
33mod_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
Physics (physics_)
29physics_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
Particles (cl_particle)
24cl_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
GLSL Shaders (r_glsl)
23r_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.
Video Capture (cl_capturevideo)
20cl_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
Console (con_)
20con_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
Networking (net_)
17net_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)
View Bobbing (cl_bob)
13cl_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
Developer (developer)
12developer
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
PRVM / VM (prvm_)
12prvm_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!)
Water Effects (r_water)
12r_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
HDR (r_hdr)
10r_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
Scoreboard / HUD (sbar_)
9sbar_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
Collision (collision_)
8collision_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
Bloom (r_bloom)
8r_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
System (sys_)
8sys_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)
RCON (rcon)
7rcon_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)
Chase Camera (chase_)
6chase_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
Crosshair (crosshair)
6crosshair
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
Beams (cl_beam)
4cl_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)
CSQC (csqc_)
4csqc_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
Host (host_)
3host_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
Logging (log_)
3log_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
Other / Miscellaneous
119_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
cmdline
C:\darkplaces.exe
// contains commandline the engine was launched with
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)
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)
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)
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
halflifebsp
0
indicates the current map is hlbsp format (useful to know because of different bounding box sizes)
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)
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
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
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)
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)
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)
qport
56937
identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)
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
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
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.
viewsize
100
how large the view should be, 110 disables inventory bar, 120 disables status bar
volume
0.7
volume of sound effects