DarkPlaces Console Variables

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Showing 1300 of 1300 console variables

Rendering (r_)

233
r_ambient 0

brightens map, value is 0-128

Default
0
r_batch_debugdynamicvertexpath 0

force the dynamic batching code path for debugging purposes

Default
0
r_batch_dynamicbuffer 0

use vertex/index buffers for drawing dynamic and copytriangles batches

Default
0
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)

Default
1
r_batch_multidraw_mintriangles 0

minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)

Default
0
r_buffermegs_index16 1

index buffer size for one frame (16bit indices)

Default
1
r_buffermegs_index32 1

index buffer size for one frame (32bit indices)

Default
1
r_buffermegs_uniform 0.25

uniform buffer size for one frame

Default
0.25
r_buffermegs_vertex 4

vertex buffer size for one frame

Default
4
r_celoutlines 0

cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)

Default
0
r_celshading 0

cartoon-style light shading (OpenGL 2.x only)

Default
0
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

Default
gfx/colormap_palette.lmp
r_coronas 1

brightness of corona flare effects around certain lights, 0 disables corona effects

Default
1
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!

Default
0
r_coronas_occlusionsizescale 0.1

size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity

Default
0.1
r_cullentities_trace 1

probabistically cull invisible entities

Default
1
r_cullentities_trace_delay 1

number of seconds until the entity gets actually culled

Default
1
r_cullentities_trace_enlarge 0

box enlargement for entity culling

Default
0
r_cullentities_trace_samples 2

number of samples to test for entity culling (in addition to center sample)

Default
2
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)

Default
-1
r_damageblur 0

screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!

Default
0
r_deformvertexes 1

allows use of deformvertexes in shader files (can be turned off to check performance impact)

Default
1
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

Default
0
r_draw2d 1

draw 2D stuff (dangerous to turn off)

Default
1
r_drawdecals 1

enables drawing of decals

Default
1
r_drawdecals_drawdistance 500

decals further than drawdistance*size will not be drawn

Default
500
r_draweffects 1

renders temporary sprite effects

Default
1
r_drawentities 1

draw entities (doors, players, projectiles, etc)

Default
1
r_drawexplosions 1

enables rendering of explosion shells (see also cl_particles_explosions_shell)

Default
1
r_drawexteriormodel 1

draw your player model (e.g. in chase cam, reflections)

Default
1
r_drawfog 1

allows one to disable fog rendering

Default
1
r_drawparticles 1

enables drawing of particles

Default
1
r_drawparticles_drawdistance 2000

particles further than drawdistance*size will not be drawn

Default
2000
r_drawparticles_nearclip_max 4

particles closer than drawnearclip_min will be faded

Default
4
r_drawparticles_nearclip_min 4

particles closer than drawnearclip_min will not be drawn

Default
4
r_drawportals 0

shows portals (separating polygons) in world interior in quake1 maps

Default
0
r_drawviewmodel 1

draw your weapon model

Default
1
r_drawworld 1

draw world (most static stuff)

Default
1
r_dynamic 1

enables dynamic lights (rocket glow and such)

Default
1
r_editlights 0

enables .rtlights file editing mode

Default
0
r_editlights_current_ambient 0

ambient intensity of selected light

Default
0
r_editlights_current_angles 0 0 0

angles of selected light

Default
0 0 0
r_editlights_current_color 1 1 1

color of selected light

Default
1 1 1
r_editlights_current_corona 0

corona intensity of selected light

Default
0
r_editlights_current_coronasize 0

corona size of selected light

Default
0
r_editlights_current_cubemap 0

cubemap of selected light

Default
0
r_editlights_current_diffuse 1

diffuse intensity of selected light

Default
1
r_editlights_current_normalmode 0

normalmode flag of selected light

Default
0
r_editlights_current_origin 0 0 0

origin of selected light

Default
0 0 0
r_editlights_current_radius 0

radius of selected light

Default
0
r_editlights_current_realtimemode 0

realtimemode flag of selected light

Default
0
r_editlights_current_shadows 0

shadows flag of selected light

Default
0
r_editlights_current_specular 1

specular intensity of selected light

Default
1
r_editlights_current_style 0

style of selected light

Default
0
r_editlights_cursordistance 1024

maximum distance of cursor from eye

Default
1024
r_editlights_cursorgrid 4

snaps cursor to this grid size

Default
4
r_editlights_cursorpushback 0

how far to pull the cursor back toward the eye

Default
0
r_editlights_cursorpushoff 4

how far to push the cursor off the impacted surface

Default
4
r_editlights_drawproperties 1

draw properties of currently selected light

Default
1
r_editlights_quakelightsizescale 1

changes size of light entities loaded from a map

Default
1
r_enableshadowvolumes 1

Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off

Default
1
r_equalize_entities_by 0.7

light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)

Default
0.7
r_equalize_entities_fullbright 0

render fullbright entities by equalizing their lightness, not by not rendering light

Default
0
r_equalize_entities_minambient 0.5

light equalizing: ensure at least this ambient/diffuse ratio

Default
0.5
r_equalize_entities_to 0.8

light equalizing: target light level

Default
0.8
r_explosionclip 1

enables collision detection for explosion shell (so that it flattens against walls and floors)

Default
1
r_fakelight 0

render 'fake' lighting instead of real lightmaps

Default
0
r_fakelight_intensity 0.75

fakelight intensity modifier

Default
0.75
r_farclip_base 65536

farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0

Default
65536
r_farclip_world 2

adds map size to farclip multiplied by this value

Default
2
r_fixtrans_auto 0

automatically fixtrans textures (when set to 2, it also saves the fixed versions to a fixtrans directory)

Default
0
r_fog_clear 1

clears renderbuffer with fog color before render starts

Default
1
r_fog_exp2 0

uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog

Default
0
r_font_antialias 1

0 = monochrome, 1 = grey

Default
1
r_font_compress 0

use texture compression on font textures to save video memory

Default
0
r_font_disable_freetype 0

disable freetype support for fonts entirely

Default
0
r_font_diskcache 0

save font textures to disk for future loading rather than generating them every time

Default
0
r_font_hinting 3

0 = no hinting, 1 = light autohinting, 2 = full autohinting, 3 = full hinting

Default
3
r_font_kerning 1

Use kerning if available

Default
1
r_font_nonpoweroftwo 1

use nonpoweroftwo textures for font (saves memory, potentially slower)

Default
1
r_font_postprocess_blur 0

font blur amount

Default
0
r_font_postprocess_outline 0

font outline amount

Default
0
r_font_postprocess_shadow_x 0

font shadow X shift amount, applied during outlining

Default
0
r_font_postprocess_shadow_y 0

font shadow Y shift amount, applied during outlining

Default
0
r_font_postprocess_shadow_z 0

font shadow Z shift amount, applied during blurring

Default
0
r_font_size_snapping 1

stick to good looking font sizes whenever possible - bad when the mod doesn't support it!

Default
1
r_font_use_alpha_textures 0

use alpha-textures for font rendering, this should safe memory

Default
0
r_framedatasize 0.5

size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)

Default
0.5
r_fullbright 0

makes map very bright and renders faster

Default
0
r_fullbrights 1

enables glowing pixels in quake textures (changes need r_restart to take effect)

Default
1
r_fxaa 1

fast approximate anti aliasing

Default
1
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

Default
1
r_labelsprites_scale 1

global scale to apply to label sprites before conversion to HUD coordinates

Default
1
r_lerpimages 1

bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0)

Default
1
r_lerplightstyles 0

enable animation smoothing on flickering lights

Default
0
r_lerpmodels 1

enables animation smoothing on models

Default
1
r_lerpsprites 1

enables animation smoothing on sprites

Default
1
r_letterbox 0

reduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes)

Default
0
r_lightningbeam_color_blue 1

color of the lightning beam effect

Default
1
r_lightningbeam_color_green 1

color of the lightning beam effect

Default
1
r_lightningbeam_color_red 1

color of the lightning beam effect

Default
1
r_lightningbeam_qmbtexture 0

load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better

Default
0
r_lightningbeam_repeatdistance 128

how far to stretch the texture along the lightning beam effect

Default
128
r_lightningbeam_scroll 5

speed of texture scrolling on the lightning beam effect

Default
5
r_lightningbeam_thickness 4

thickness of the lightning beam effect

Default
4
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)

Default
0
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)

Default
0
r_mipnormalmaps 1

mipmaps normalmaps (turning it off looks sharper but may have aliasing)

Default
1
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

Default
0
r_mipsprites 1

mipmaps sprites so they render faster in the distance and do not display noise artifacts

Default
1
r_motionblur 0

screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!

Default
0
r_motionblur_averaging 0.1

sliding average reaction time for velocity (higher = slower adaption to change)

Default
0.1
r_motionblur_maxblur 0.9

maxmimum amount of blur

Default
0.9
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)

Default
0.5
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

Default
2
r_motionblur_mousefactor_maxspeed 50

upper value of mouse acceleration when it reaches the peak factor into blur equation

Default
50
r_motionblur_mousefactor_minspeed 0

lower value of mouse acceleration when it starts to factor into blur equation

Default
0
r_motionblur_randomize 0.1

randomizing coefficient to workaround ghosting

Default
0.1
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

Default
1
r_motionblur_velocityfactor_maxspeed 800

upper value of velocity when it reaches the peak factor into blur equation

Default
800
r_motionblur_velocityfactor_minspeed 400

lower value of velocity when it starts to factor into blur equation

Default
400
r_nearclip 1

distance from camera of nearclip plane

Default
1
r_nearest_2d 0

use nearest filtering on all 2d textures (including conchars)

Default
0
r_nearest_conchars 0

use nearest filtering on conchars texture

Default
0
r_nosurftextures 0

pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)

Default
0
r_novis 0

draws whole level, see also sv_cullentities_pvs 0

Default
0
r_overheadsprites_perspective 5

fake perspective effect for SPR_OVERHEAD sprites

Default
5
r_overheadsprites_pushback 15

how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)

Default
15
r_overheadsprites_scalex 1

additional scale for overhead sprites for x axis

Default
1
r_overheadsprites_scaley 1

additional scale for overhead sprites for y axis

Default
1
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)

Default
1
r_picmipworld 1

whether gl_picmip shall apply to world textures too (setting this to 0 is a shorthand for gl_picmip_world -9999999)

Default
1
r_polygonoffset_decals_factor 0

biases depth values of decals to prevent z-fighting artifacts

Default
0
r_polygonoffset_decals_offset -14

biases depth values of decals to prevent z-fighting artifacts

Default
-14
r_polygonoffset_submodel_factor 0

biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps

Default
0
r_polygonoffset_submodel_offset 14

biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps

Default
14
r_q1bsp_skymasking 1

allows sky polygons in quake1 maps to obscure other geometry

Default
1
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

Default
0
r_render 1

enables rendering 3D views (you want this on!)

Default
1
r_renderview 1

enables rendering 3D views (you want this on!)

Default
1
r_showbboxes 0

shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)

Default
0
r_showcollisionbrushes 0

draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)

Default
0
r_showcollisionbrushes_polygonfactor -1

expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls

Default
-1
r_showcollisionbrushes_polygonoffset 0

nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls

Default
0
r_showdisabledepthtest 0

disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing

Default
0
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

Default
0
r_shownormals 0

shows per-vertex surface normals and tangent vectors for bumpmapped lighting

Default
0
r_showoverdraw 0

shows overlapping geometry

Default
0
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

Default
0
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)

Default
0
r_showtris 0

shows triangle outlines, value controls brightness (can be above 1)

Default
0
r_skeletal_debugbone -1

development cvar for testing skeletal model code

Default
-1
r_skeletal_debugbonecomponent 3

development cvar for testing skeletal model code

Default
3
r_skeletal_debugbonevalue 100

development cvar for testing skeletal model code

Default
100
r_skeletal_debugtranslatex 1

development cvar for testing skeletal model code

Default
1
r_skeletal_debugtranslatey 1

development cvar for testing skeletal model code

Default
1
r_skeletal_debugtranslatez 1

development cvar for testing skeletal model code

Default
1
r_skeletal_use_sse 1

use SSE for skeletal model animation

Default
1
r_sky 1

enables sky rendering (black otherwise)

Default
1
r_skyscroll1 1

speed at which upper clouds layer scrolls in quake sky

Default
1
r_skyscroll2 2

speed at which lower clouds layer scrolls in quake sky

Default
2
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

Default
1
r_sortentities 0

sort entities before drawing (might be faster)

Default
0
r_speeds 0

displays rendering statistics and per-subsystem timings

Default
0
r_speeds_graph 0

display a graph of renderer statistics

Default
0
r_speeds_graph_filter_b batch_triangles

Blue - display the specified renderer statistic

Default
batch_triangles
r_speeds_graph_filter_c copytriangles_triangles

Cyan - display the specified renderer statistic

Default
copytriangles_triangles
r_speeds_graph_filter_g batch_batches

Green - display the specified renderer statistic

Default
batch_batches
r_speeds_graph_filter_m dynamic_triangles

Magenta - display the specified renderer statistic

Default
dynamic_triangles
r_speeds_graph_filter_o animcache_shape_vertices

Orange - display the specified renderer statistic

Default
animcache_shape_vertices
r_speeds_graph_filter_r timedelta

Red - display the specified renderer statistic

Default
timedelta
r_speeds_graph_filter_w animcache_shade_vertices

White - display the specified renderer statistic

Default
animcache_shade_vertices
r_speeds_graph_filter_y fast_triangles

Yellow - display the specified renderer statistic

Default
fast_triangles
r_speeds_graph_height 128

size of graph

Default
128
r_speeds_graph_length 1024

number of frames in statistics graph, can be from 4 to 8192

Default
1024
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)

Default
100
r_speeds_graph_maxtimedelta 16667

maximum timedelta to display in the graph (this value will be the top line)

Default
16667
r_speeds_graph_seconds 2

number of seconds in graph, can be from 0.1 to 120

Default
2
r_speeds_graph_width 256

size of graph

Default
256
r_speeds_graph_x 0

position of graph

Default
0
r_speeds_graph_y 0

position of graph

Default
0
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)

Default
0
r_stereo_horizontal 0

aspect skewed side by side view for special decoder/display hardware

Default
0
r_stereo_redblue 0

red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)

Default
0
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

Default
0
r_stereo_redgreen 0

red/green anaglyph stereo glasses (for those who don't mind yellow)

Default
0
r_stereo_separation 4

separation distance of eyes in the world (negative values are only useful for cross-eyed viewing)

Default
4
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)

Default
0
r_stereo_vertical 0

aspect skewed top and bottom view for special decoder/display hardware

Default
0
r_subdivisions_collision_maxtess 1024

maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)

Default
1024
r_subdivisions_collision_maxvertices 4225

maximum vertices allowed per subdivided curve

Default
4225
r_subdivisions_collision_mintess 0

minimum number of subdivisions (values above 0 will smooth curves that don't need it)

Default
0
r_subdivisions_collision_tolerance 15

maximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering)

Default
15
r_subdivisions_maxtess 1024

maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)

Default
1024
r_subdivisions_maxvertices 65536

maximum vertices allowed per subdivided curve

Default
65536
r_subdivisions_mintess 0

minimum number of subdivisions (values above 0 will smooth curves that don't need it)

Default
0
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)

Default
4
r_test 0

internal development use only, leave it alone (usually does nothing anyway)

Default
0
r_textbrightness 0

additional brightness for text color codes (0 keeps colors as is, 1 makes them all white)

Default
0
r_textcontrast 1

additional contrast for text color codes (1 keeps colors as is, 0 makes them all black)

Default
1
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)

Default
2
r_texture_dds_load 0

load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)

Default
0
r_texture_dds_load_alphamode 1

0: trust DDPF_ALPHAPIXELS flag, 1: texture format and brute force search if ambiguous, 2: texture format only

Default
1
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

Default
0
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

Default
0
r_texture_dds_swdecode 0

0: don't software decode DDS, 1: software decode DDS if unsupported, 2: always software decode DDS

Default
0
r_texture_jpeg_fastpicmip 1

perform gl_picmip during decompression for JPEG files (faster)

Default
1
r_textureunits 32

number of texture units to use in GL 1.1 and GL 1.3 rendering paths

Default
32
r_track_sprites 1

track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to

Default
1
r_track_sprites_flags 1

1: Rotate sprites accordingly, 2: Make it a continuous rotation

Default
1
r_track_sprites_scaleh 1

height scaling of tracked sprites

Default
1
r_track_sprites_scalew 1

width scaling of tracked sprites

Default
1
r_transparent 1

allows use of transparent surfaces (can be turned off to check performance impact)

Default
1
r_transparent_alphatocoverage 1

enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher

Default
1
r_transparent_sortarraysize 4096

number of distance-sorting layers

Default
4096
r_transparent_sortmaxdist 32768

upper distance limit for transparent sorting

Default
32768
r_transparent_sortmindist 0

lower distance limit for transparent sorting

Default
0
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

Default
1
r_transparent_useplanardistance 0

sort transparent meshes by distance from view plane rather than spherical distance to the chosen point

Default
0
r_transparentdepthmasking 0

enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh

Default
0
r_trippy 0

easter egg

Default
0
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

Default
1
r_useinfinitefarclip 1

enables use of a special kind of projection matrix that has an extremely large farclip

Default
1
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)

Default
2
r_usesurfaceculling 1

skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces)

Default
1
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

Default
0
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

Default
1
r_viewscale_fpsscaling 0

change resolution based on framerate

Default
0
r_viewscale_fpsscaling_min 0.0625

worst acceptable quality

Default
0.0625
r_viewscale_fpsscaling_multiply 5

adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor

Default
5
r_viewscale_fpsscaling_stepmax 1.00

largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)

Default
1.00
r_viewscale_fpsscaling_stepsize 0.01

smallest adjustment to hit the target framerate (this value prevents minute oscillations)

Default
0.01
r_viewscale_fpsscaling_target 70

desired framerate

Default
70

Client (cl_)

148
cl_anglespeedkey 1.5

how much +speed multiplies keyboard turning speed

Default
1.5
cl_autodemo 0

records every game played, using the date/time and map name to name the demo file

Default
0
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

Default
0
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)

Default
autodemos/%Y-%m-%d_%H-%M
cl_backspeed 200

backward movement speed

Default
200
cl_csqc_generatemousemoveevents 1

enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec

Default
1
cl_curl_enabled 1

whether client's download support is enabled

Default
1
cl_curl_maxdownloads 1

maximum number of concurrent HTTP/FTP downloads

Default
1
cl_curl_maxspeed 300

maximum download speed (KiB/s)

Default
300
cl_curl_useragent 1

send the User-Agent string (note: turning this off may break stuff)

Default
1
cl_curl_useragent_append

a string to append to the User-Agent string (useful for name and version number of your mod)

Default
cl_deathfade 0

fade screen to dark red when dead, value represents how fast the fade is (higher is faster)

Default
0
cl_deathnoviewmodel 1

hides gun model when dead

Default
1
cl_deathscoreboard 1

shows scoreboard (+showscores) while dead

Default
1
cl_decals 1

enables decals (bullet holes, blood, etc)

Default
1
cl_decals_bias 0.125

distance to bias decals from surface to prevent depth fighting

Default
0.125
cl_decals_fadetime 1

how long decals take to fade away

Default
1
cl_decals_max 4096

maximum number of decals allowed to exist in the world at once

Default
4096
cl_decals_models 0

enables decals on animated models (if newsystem is also 1)

Default
0
cl_decals_newsystem 1

enables new advanced decal system

Default
1
cl_decals_newsystem_bloodsmears 1

enable use of particle velocity as decal projection direction rather than surface normal

Default
1
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

Default
2
cl_decals_newsystem_intensitymultiplier 2

boosts intensity of decals (because the distance fade can make them hard to see otherwise)

Default
2
cl_decals_time 20

how long before decals start to fade away

Default
20
cl_decals_visculling 1

perform a very cheap check if each decal is visible before drawing

Default
1
cl_demo_mousegrab 0

Allows reading the mouse input while playing demos. Useful for camera mods developed in csqc. (0: never, 1: always)

Default
0
cl_dlights_decaybrightness 1

reduces brightness of light flashes over time

Default
1
cl_dlights_decayradius 1

reduces size of light flashes over time

Default
1
cl_explosions_alpha_end 0

end alpha of an explosion shell (just before it disappears)

Default
0
cl_explosions_alpha_start 1.5

starting alpha of an explosion shell

Default
1.5
cl_explosions_lifetime 0.5

how long an explosion shell lasts

Default
0.5
cl_explosions_size_end 128

ending alpha of an explosion shell (just before it disappears)

Default
128
cl_explosions_size_start 16

starting size of an explosion shell

Default
16
cl_followmodel 1

enables gun following

Default
1
cl_followmodel_side_highpass 5

gun following sideways highpass in 1/s

Default
5
cl_followmodel_side_highpass1 30

gun following sideways pre-highpass in 1/s

Default
30
cl_followmodel_side_limit 6

gun following sideways limit

Default
6
cl_followmodel_side_lowpass 10

gun following sideways lowpass in 1/s

Default
10
cl_followmodel_side_speed 0.25

gun following sideways speed

Default
0.25
cl_followmodel_up_highpass 2

gun following upward highpass in 1/s

Default
2
cl_followmodel_up_highpass1 60

gun following upward pre-highpass in 1/s

Default
60
cl_followmodel_up_limit 5

gun following upward limit

Default
5
cl_followmodel_up_lowpass 10

gun following upward lowpass in 1/s

Default
10
cl_followmodel_up_speed 0.5

gun following upward speed

Default
0.5
cl_forwardspeed 250

forward movement speed

Default
250
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

Default
1
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

Default
darkplaces_iplog.txt
cl_itembobheight 0

how much items bob up and down (try 8)

Default
0
cl_itembobspeed 0.5

how frequently items bob up and down

Default
0.5
cl_joinbeforedownloadsfinish 1

if non-zero the game will begin after the map is loaded before other downloads finish

Default
1
cl_leanmodel 1

enables gun leaning

Default
1
cl_leanmodel_side_highpass 3

gun leaning sideways highpass in 1/s

Default
3
cl_leanmodel_side_highpass1 30

gun leaning sideways pre-highpass in 1/s

Default
30
cl_leanmodel_side_limit 35

gun leaning sideways limit

Default
35
cl_leanmodel_side_lowpass 20

gun leaning sideways lowpass in 1/s

Default
20
cl_leanmodel_side_speed 0.7

gun leaning sideways speed

Default
0.7
cl_leanmodel_up_highpass 15

gun leaning upward highpass in 1/s

Default
15
cl_leanmodel_up_highpass1 5

gun leaning upward pre-highpass in 1/s

Default
5
cl_leanmodel_up_limit 50

gun leaning upward limit

Default
50
cl_leanmodel_up_lowpass 20

gun leaning upward lowpass in 1/s

Default
20
cl_leanmodel_up_speed 0.65

gun leaning upward speed

Default
0.65
cl_lerpanim_maxdelta_framegroups 0.1

maximum frame delta for smoothing between framegroups (when 0, one network frame)

Default
0.1
cl_lerpanim_maxdelta_server 0.1

maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)

Default
0.1
cl_lerpexcess 0

maximum allowed lerp excess (hides, not fixes, some packet loss)

Default
0
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)

Default
250
cl_maxfps_alwayssleep 1

gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0

Default
1
cl_maxidlefps 20

maximum fps cap when the game is not the active window (makes cpu time available to other programs

Default
20
cl_maxphysicsframesperserverframe 10

maximum number of physics frames per server frame

Default
10
cl_minfps 40

minimum fps target - while the rendering performance is below this, it will drift toward lower quality

Default
40
cl_minfps_fade 1

how fast the quality adapts to varying framerate

Default
1
cl_minfps_force 0

also apply quality reductions in timedemo/capturevideo

Default
0
cl_minfps_qualityhysteresis 0.05

reduce all quality increments by this to reduce flickering

Default
0.05
cl_minfps_qualitymax 1

highest allowed drawdistance multiplier

Default
1
cl_minfps_qualitymin 0.25

lowest allowed drawdistance multiplier

Default
0.25
cl_minfps_qualitymultiply 0.2

multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)

Default
0.2
cl_minfps_qualitystepmax 0.1

maximum quality change in a single frame

Default
0.1
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

Default
0
cl_movement 1

enables clientside prediction of your player movement

Default
1
cl_movement_accelerate 10

how fast you accelerate (should match sv_accelerate)

Default
10
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

Default
1
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

Default
0
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

Default
-1
cl_movement_edgefriction 1

how much to slow down when you may be about to fall off a ledge (should match edgefriction)

Default
1
cl_movement_friction 4

how fast you slow down (should match sv_friction)

Default
4
cl_movement_jumpvelocity 270

how fast you move upward when you begin a jump (should match the quakec code)

Default
270
cl_movement_maxairspeed 30

how fast you can move while in the air (should match sv_maxairspeed)

Default
30
cl_movement_maxspeed 320

how fast you can move (should match sv_maxspeed)

Default
320
cl_movement_minping 0

whether to use prediction when ping is lower than this value in milliseconds

Default
0
cl_movement_nettimeout 0.3

stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds

Default
0.3
cl_movement_replay 1

use engine prediction

Default
1
cl_movement_stepheight 18

how tall a step you can step in one instant (should match sv_stepheight)

Default
18
cl_movement_stopspeed 100

speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)

Default
100
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

Default
1
cl_movement_wallfriction 1

how fast you slow down while sliding along a wall (should match sv_wallfriction)

Default
1
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

Default
-1
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

Default
-1
cl_movespeedkey 2.0

how much +speed multiplies keyboard movement speed

Default
2.0
cl_netfps 72

how many input packets to send to server each second

Default
72
cl_netimmediatebuttons 1

sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)

Default
1
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)

Default
0
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)

Default
0
cl_netpacketloss_send 0

drops this percentage of outgoing packets, useful for testing network protocol robustness (jerky movement, prediction errors, etc)

Default
0
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)

Default
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

Default
6
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)

Default
0.25
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)

Default
0
cl_nodelta 0

disables delta compression of non-player entities in QW network protocol

Default
0
cl_nolerp 0

network update smoothing

Default
0
cl_noplayershadow 0

hide player shadow

Default
0
cl_pitchspeed 150

keyboard pitch turning speed

Default
150
cl_port 0

forces client to use chosen port number if not 0

Default
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

Default
0
cl_prydoncursor_notrace 0

disables traceline used in prydon cursor reporting to the game, saving some cpu time

Default
0
cl_readpicture_force 0

when enabled, the low quality pictures read by ReadPicture() are preferred over the high quality pictures on the file system

Default
0
cl_rollangle 2.0

how much to tilt the view when strafing

Default
2.0
cl_rollspeed 200

how much strafing is necessary to tilt the view

Default
200
cl_serverextension_download 0

indicates whether the server supports the download command

Default
0
cl_shownet 0

1 = print packet size, 2 = print packet message list

Default
0
cl_sidespeed 225

strafe movement speed

Default
225
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.

Default
0
cl_sound_hknighthit hknight/hit.wav

sound to play during TE_KNIGHTSPIKE (empty cvar disables sound)

Default
hknight/hit.wav
cl_sound_r_exp3 weapons/r_exp3.wav

sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)

Default
weapons/r_exp3.wav
cl_sound_ric1 weapons/ric1.wav

sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)

Default
weapons/ric1.wav
cl_sound_ric2 weapons/ric2.wav

sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)

Default
weapons/ric2.wav
cl_sound_ric3 weapons/ric3.wav

sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)

Default
weapons/ric3.wav
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

Default
0
cl_sound_tink1 weapons/tink1.wav

sound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)

Default
weapons/tink1.wav
cl_sound_wizardhit wizard/hit.wav

sound to play during TE_WIZSPIKE (empty cvar disables sound)

Default
wizard/hit.wav
cl_stainmaps 0

stains lightmaps, much faster than decals but blurred

Default
0
cl_stainmaps_clearonload 1

clear stainmaps on map restart

Default
1
cl_stairsmoothspeed 160

how fast your view moves upward/downward when running up/down stairs

Default
160
cl_upspeed 400

vertical movement speed (while swimming or flying)

Default
400
cl_video_brightness 1

brightness of video, 1 = fullbright, 0.75 - 3/4 etc.

Default
1
cl_video_fadein 0

fading-from-black effect once video is started, in seconds

Default
0
cl_video_fadeout 0

fading-to-black effect once video is ended, in seconds

Default
0
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

Default
0
cl_video_scale 1

scale of video, 1 = fullscreen, 0.75 - 3/4 of screen etc.

Default
1
cl_video_scale_vpos 0

vertical align of scaled video, -1 is top, 1 is bottom

Default
0
cl_video_stipple 0

draw interlacing-like effect on videos, similar to scr_stipple but static and used only with video playing.

Default
0
cl_video_subtitles 0

show subtitles for videos (if they are present)

Default
0
cl_video_subtitles_lines 4

how many lines to occupy for subtitles

Default
4
cl_video_subtitles_textsize 16

textsize for subtitles

Default
16
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

Default
1
cl_worldbasename

name of current worldmodel without maps/ prefix or extension

Default
cl_worldmessage

title of current level

Default
cl_worldname

name of current worldmodel

Default
cl_worldnamenoextension

name of current worldmodel without extension

Default
cl_yawspeed 140

keyboard yaw turning speed

Default
140

Server (sv_)

128
sv_accelerate 10

rate at which a player accelerates to sv_maxspeed

Default
10
sv_adminnick

nick name to use for admin messages instead of host name

Default
sv_aim 2

maximum cosine angle for quake's vertical autoaim, a value above 1 completely disables the autoaim, quake used 0.93

Default
2
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

Default
1
sv_airaccel_qw_stretchfactor 0

when set, the maximum acceleration increase the player may get compared to forward-acceleration when strafejumping

Default
0
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

Default
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

Default
-1
sv_aircontrol 0

CPMA-style air control

Default
0
sv_aircontrol_penalty 0

deceleration while using CPMA-style air control

Default
0
sv_aircontrol_power 2

CPMA-style air control exponent

Default
2
sv_airspeedlimit_nonqw 0

when set, this is a soft speed limit while in air when using airaccel_qw not equal to 1

Default
0
sv_airstopaccelerate 0

when set, replacement for sv_airaccelerate when moving backwards

Default
0
sv_airstrafeaccel_qw 0

when set, replacement for sv_airaccel_qw when just strafing

Default
0
sv_airstrafeaccelerate 0

when set, replacement for sv_airaccelerate when just strafing

Default
0
sv_allowdownloads 1

whether to allow clients to download files from the server (does not affect http downloads)

Default
1
sv_allowdownloads_archive 0

whether to allow downloads of archives (pak/pk3)

Default
0
sv_allowdownloads_config 0

whether to allow downloads of config files (cfg)

Default
0
sv_allowdownloads_dlcache 0

whether to allow downloads of dlcache files (dlcache/)

Default
0
sv_allowdownloads_inarchive 0

whether to allow downloads from archives (pak/pk3)

Default
0
sv_areadebug 0

disables physics culling for debugging purposes (only for development)

Default
0
sv_areagrid_mingridsize 128

minimum areagrid cell size, smaller values work better for lots of small objects, higher values for large objects

Default
128
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)

Default
0
sv_autodemo_perclient_discardable 0

Allow game code to decide whether a demo should be kept or discarded.

Default
0
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)

Default
sv_autodemos/%Y-%m-%d_%H-%M
sv_cheats 0

enables cheat commands in any game, and cheat impulses in dpmod

Default
0
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

Default
0
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

Default
1
sv_clmovement_inputtimeout 0.2

when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld)

Default
0.2
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)

Default
0
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)

Default
1000
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!)

Default
0
sv_cullentities_pvs 1

fast but loose culling of hidden entities

Default
1
sv_cullentities_stats 0

displays stats on network entities culled by various methods for each client

Default
0
sv_cullentities_trace 0

somewhat slow but very tight culling of hidden entities, minimizes network traffic and makes wallhack cheats useless

Default
0
sv_cullentities_trace_delay 1

number of seconds until the entity gets actually culled

Default
1
sv_cullentities_trace_delay_players 0.2

number of seconds until the entity gets actually culled if it is a player entity

Default
0.2
sv_cullentities_trace_enlarge 0

box enlargement for entity culling

Default
0
sv_cullentities_trace_entityocclusion 0

also check if doors and other bsp models are in the way

Default
0
sv_cullentities_trace_prediction 1

also trace from the predicted player position

Default
1
sv_cullentities_trace_prediction_time 0.2

how many seconds of prediction to use

Default
0.2
sv_cullentities_trace_samples 2

number of samples to test for entity culling

Default
2
sv_cullentities_trace_samples_extra 2

number of samples to test for entity culling when the entity affects its surroundings by e.g. dlight

Default
2
sv_cullentities_trace_samples_players 8

number of samples to test for entity culling when the entity is a player entity

Default
8
sv_curl_defaulturl

default autodownload source URL

Default
sv_curl_maxspeed 0

maximum download speed for clients downloading from sv_curl_defaulturl (KiB/s)

Default
0
sv_curl_serverpackages

list of required files for the clients, separated by spaces

Default
sv_debugmove 0

disables collision detection optimizations for debugging purposes

Default
0
sv_disablenotify 1

suppress broadcast prints when certain cvars are changed (CVAR_NOTIFY flag in engine code)

Default
1
sv_echobprint 1

prints gamecode bprint() calls to server console

Default
1
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)

Default
1
sv_fixedframeratesingleplayer 1

allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)

Default
1
sv_freezenonclients 0

freezes time, except for players, allowing you to walk around and take screenshots of explosions

Default
0
sv_friction 4

how fast you slow down

Default
4
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

Default
0
sv_gameplayfix_consistentplayerprethink 0

improves fairness in multiplayer by running all PlayerPreThink functions (which fire weapons) before performing physics, then running all PlayerPostThink functions

Default
0
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

Default
0
sv_gameplayfix_downtracesupportsongroundflag 0

prevents very short moves from clearing onground (which may make the player stick to the floor at high netfps)

Default
0
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)

Default
0
sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 0

tries to nudge stuck items and monsters out of walls before droptofloor is performed

Default
0
sv_gameplayfix_easierwaterjump 0

changes water jumping to make it easier to get out of water (exactly like in QuakeWorld)

Default
0
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

Default
0
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)

Default
0
sv_gameplayfix_gravityunaffectedbyticrate 0

fix some ticrate issues in physics.

Default
0
sv_gameplayfix_grenadebouncedownslopes 1

prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface

Default
1
sv_gameplayfix_multiplethinksperframe 0

allows entities to think more often than the server framerate, primarily useful for very high fire rate weapons

Default
0
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

Default
1
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)

Default
0
sv_gameplayfix_nogravityonground 0

turn off gravity when on ground (to get rid of sliding)

Default
0
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

Default
1
sv_gameplayfix_nudgeoutofsolid 0

attempts to fix physics errors (where an object ended up in solid for some reason)

Default
0
sv_gameplayfix_nudgeoutofsolid_separation 0.03125

keep objects this distance apart to prevent collision issues on seams

Default
0.03125
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

Default
0
sv_gameplayfix_q2airaccelerate 0

Quake2-style air acceleration

Default
0
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

Default
0
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

Default
0
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)

Default
1
sv_gameplayfix_stepmultipletimes 0

applies step-up onto a ledge more than once in a single frame, when running quickly up stairs

Default
0
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

Default
0
sv_gameplayfix_unstickentities 1

hack to check if entities are crossing world collision hull and try to move them to the right position

Default
1
sv_gameplayfix_unstickplayers 1

big hack to try and fix the rare case of MOVETYPE_WALK entities getting stuck in the world clipping hull.

Default
1
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

Default
0
sv_gravity 800

how fast you fall (512 = roughly earth gravity)

Default
800
sv_heartbeatperiod 120

how often to send heartbeat in seconds (only used if sv_public is 1)

Default
120
sv_idealpitchscale 0.8

how much to look up/down slopes and stairs when not using freelook

Default
0.8
sv_jumpstep 0

whether you can step up while jumping

Default
0
sv_jumpvelocity 270

cvar that can be used by QuakeC code for jump velocity

Default
270
sv_master1

user-chosen master server 1

Default
sv_master2

user-chosen master server 2

Default
sv_master3

user-chosen master server 3

Default
sv_master4

user-chosen master server 4

Default
sv_masterextra1 69.59.212.88

ghdigital.com - default master server 1 (admin: LordHavoc)

Default
69.59.212.88
sv_masterextra2 107.161.23.68

dpmaster.deathmask.net - default master server 2 (admin: Willis)

Default
107.161.23.68
sv_masterextra3 92.62.40.73

dpmaster.tchr.no - default master server 3 (admin: tChr)

Default
92.62.40.73
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)

Default
30
sv_maxairstrafespeed 0

when set, replacement for sv_maxairspeed when just strafing

Default
0
sv_maxrate 1000000

upper limit on client rate cvar, should reflect your network connection quality

Default
1000000
sv_maxspeed 320

maximum speed a player can accelerate to when on ground (can be exceeded by tricks)

Default
320
sv_maxvelocity 2000

universal speed limit on all entities

Default
2000
sv_namechangetimer 5

how often to allow name changes, in seconds (prevents people from using animated names and other tricks

Default
5
sv_nostep 0

prevents MOVETYPE_STEP entities (monsters) from moving

Default
0
sv_onlycsqcnetworking 0

disables legacy entity networking code for higher performance (except on clients, which can still be legacy)

Default
0
sv_playerphysicsqc 1

enables QuakeC function to override player physics

Default
1
sv_progs progs.dat

selects which quakec progs.dat file to run

Default
progs.dat
sv_protocolname DP7

selects network protocol to host for (values include QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up)

Default
DP7
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

Default
0
sv_public_rejectreason The server is closing.

Rejection reason for connects when sv_public is -2

Default
The server is closing.
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

Default
sv_ratelimitlocalplayer 0

whether to apply rate limiting to the local player in a listen server (only useful for testing)

Default
0
sv_sound_land demon/dland2.wav

sound to play when MOVETYPE_STEP entity hits the ground at high speed (empty cvar disables the sound)

Default
demon/dland2.wav
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)

Default
misc/h2ohit1.wav
sv_status_privacy 0

do not show IP addresses in 'status' replies to clients

Default
0
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.

Default
0
sv_stepheight 18

how high you can step up (TW_SV_STEPCONTROL extension)

Default
18
sv_stopspeed 100

how fast you come to a complete stop

Default
100
sv_threaded 0

enables a separate thread for server code, improving performance, especially when hosting a game while playing, EXPERIMENTAL, may be crashy

Default
0
sv_wallfriction 1

how much you slow down when sliding along a wall

Default
1
sv_warsowbunny_accel 0.1585

how fast you accelerate until after reaching sv_maxspeed (it gets harder as you near sv_warsowbunny_topspeed)

Default
0.1585
sv_warsowbunny_airforwardaccel 1.00001

how fast you accelerate until you reach sv_maxspeed

Default
1.00001
sv_warsowbunny_backtosideratio 0.8

lower values make it easier to change direction without losing speed; the drawback is "understeering" in sharp turns

Default
0.8
sv_warsowbunny_topspeed 925

soft speed limit (can get faster with rjs and on ramps)

Default
925
sv_warsowbunny_turnaccel 0

max sharpness of turns (also master switch for the sv_warsowbunny_* mode; set this to 9 to enable)

Default
0
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

Default
-1
sv_waterfriction -1

how fast you slow down, if less than 0 the sv_friction variable is used instead

Default
-1
sv_worldbasename

name of current worldmodel without maps/ prefix or extension

Default
sv_worldmessage

title of current level

Default
sv_worldname

name of current worldmodel

Default
sv_worldnamenoextension

name of current worldmodel without extension

Default
sv_writepicture_quality 10

WritePicture quality offset (higher means better quality, but slower)

Default
10

Shadows & Lighting (r_shadow)

79
r_shadow_bouncegrid 0

perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)

Default
0
r_shadow_bouncegrid_bounceanglediffuse 0

use random bounce direction rather than true reflection, makes some corner areas dark

Default
0
r_shadow_bouncegrid_directionalshading 0

use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data

Default
0
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

Default
0
r_shadow_bouncegrid_hitmodels 0

enables hitting character model geometry (SLOW)

Default
0
r_shadow_bouncegrid_includedirectlighting 0

allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)

Default
0
r_shadow_bouncegrid_intensity 4

overall brightness of bouncegrid texture

Default
4
r_shadow_bouncegrid_lightradiusscale 8

particles stop at this fraction of light radius (can be more than 1)

Default
8
r_shadow_bouncegrid_maxbounce 4

maximum number of bounces for a particle (minimum is 0)

Default
4
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

Default
1
r_shadow_bouncegrid_particleintensity 1

brightness of particles contributing to bouncegrid texture

Default
1
r_shadow_bouncegrid_photons 500

total photons to shoot per update, divided proportionately between lights

Default
500
r_shadow_bouncegrid_spacing 128

unit size of bouncegrid pixel

Default
128
r_shadow_bouncegrid_stablerandom 1

make particle distribution consistent from frame to frame

Default
1
r_shadow_bouncegrid_static 0

use static radiosity solution (high quality) rather than dynamic (splotchy)

Default
0
r_shadow_bouncegrid_static_directionalshading 1

whether to use directionalshading when in static mode

Default
1
r_shadow_bouncegrid_static_lightradiusscale 10

particles stop at this fraction of light radius (can be more than 1) when in static mode

Default
10
r_shadow_bouncegrid_static_maxbounce 5

maximum number of bounces for a particle (minimum is 0) in static mode

Default
5
r_shadow_bouncegrid_static_photons 25000

photons value to use when in static mode

Default
25000
r_shadow_bouncegrid_updateinterval 0

update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000

Default
0
r_shadow_bouncegrid_x 128

maximum texture size of bouncegrid on X axis

Default
128
r_shadow_bouncegrid_y 128

maximum texture size of bouncegrid on Y axis

Default
128
r_shadow_bouncegrid_z 128

maximum texture size of bouncegrid on Z axis

Default
128
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

Default
0
r_shadow_bumpscale_bumpmap 4

what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect

Default
4
r_shadow_debuglight -1

renders only one light, for level design purposes or debugging

Default
-1
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

Default
0
r_shadow_frontsidecasting 1

whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)

Default
1
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)

Default
1
r_shadow_gloss2exponent 32

same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces

Default
32
r_shadow_gloss2intensity 0.125

how bright the forced flat gloss should look if r_shadow_gloss is 2

Default
0.125
r_shadow_glossexact 0

use exact reflection math for gloss (slightly slower, but should look a tad better)

Default
0
r_shadow_glossexponent 32

how 'sharp' the gloss should appear (specular power)

Default
32
r_shadow_glossintensity 1

how bright textured glossmaps should look if r_shadow_gloss is 1 or 2

Default
1
r_shadow_lightattenuationdividebias 1

changes attenuation texture generation

Default
1
r_shadow_lightattenuationlinearscale 2

changes attenuation texture generation

Default
2
r_shadow_lightintensityscale 1

renders all world lights brighter or darker

Default
1
r_shadow_lightradiusscale 1

renders all world lights larger or smaller

Default
1
r_shadow_polygonfactor 0

how much to enlarge shadow volume polygons when rendering (should be 0!)

Default
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)

Default
1
r_shadow_projectdistance 0

how far to cast shadows

Default
0
r_shadow_realtime_dlight 1

enables rendering of dynamic lights such as explosions and rocket light

Default
1
r_shadow_realtime_dlight_portalculling 0

enables portal optimization on dynamic lights (slow!)

Default
0
r_shadow_realtime_dlight_shadows 1

enables rendering of shadows from dynamic lights

Default
1
r_shadow_realtime_dlight_svbspculling 0

enables svbsp optimization on dynamic lights (very slow!)

Default
0
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)

Default
1
r_shadow_realtime_world_compile 1

enables compilation of world lights for higher performance rendering

Default
1
r_shadow_realtime_world_compileportalculling 1

enables portal-based culling optimization during compilation (overrides compilesvbsp)

Default
1
r_shadow_realtime_world_compileshadow 1

enables compilation of shadows from world lights for higher performance rendering

Default
1
r_shadow_realtime_world_compilesvbsp 1

enables svbsp optimization during compilation (slower than compileportalculling but more exact)

Default
1
r_shadow_realtime_world_lightmaps 1

brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance

Default
1
r_shadow_realtime_world_shadows 1

enables rendering of shadows from world lights

Default
1
r_shadow_scissor 1

use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)

Default
1
r_shadow_shadowmapping 1

enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1

Default
1
r_shadow_shadowmapping_bias 0.01

shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)

Default
0.01
r_shadow_shadowmapping_bordersize 4

shadowmap size bias for filtering

Default
4
r_shadow_shadowmapping_depthbits 24

requested minimum shadowmap texture depth bits

Default
24
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)

Default
4
r_shadow_shadowmapping_maxsize 1024

shadowmap size limit

Default
1024
r_shadow_shadowmapping_minsize 128

shadowmap size limit

Default
128
r_shadow_shadowmapping_nearclip 1

shadowmap nearclip in world units

Default
1
r_shadow_shadowmapping_polygonfactor 2

slope-dependent shadowmapping bias

Default
2
r_shadow_shadowmapping_polygonoffset 0

constant shadowmapping bias

Default
0
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

Default
1
r_shadow_shadowmapping_useshadowsampler 1

whether to use sampler2DShadow if available

Default
1
r_shadow_shadowmapping_vsdct 1

enables use of virtual shadow depth cube texture

Default
1
r_shadow_sortsurfaces 1

improve performance by sorting illuminated surfaces by texture

Default
1
r_shadow_texture3d 1

use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)

Default
1
r_shadow_usebihculling 1

use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)

Default
1
r_shadow_usenormalmap 1

enables use of directional shading on lights

Default
1
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.

Default
0
r_shadows_castfrombmodels 0

do cast shadows from bmodels

Default
0
r_shadows_darken 0.5

how much shadowed areas will be darkened

Default
0.5
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.

Default
0
r_shadows_focus 0 0 0

offset the shadowed area focus

Default
0 0 0
r_shadows_shadowmapbias -1

sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON.

Default
-1
r_shadows_shadowmapscale 1

increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON.

Default
1
r_shadows_throwdirection 0 0 -1

override throwing direction for r_shadows 2

Default
0 0 -1
r_shadows_throwdistance 500

how far to cast shadows from models

Default
500

Sound (snd_)

72
snd_attenuation_decibel 0

Decibel sound attenuation per sound radius distance

Default
0
snd_attenuation_exponent 1

Exponent of (1-radius) in sound attenuation formula

Default
1
snd_channel0volume 1

volume multiplier of the auto-allocate entity channel

Default
1
snd_channel1volume 1

volume multiplier of the 1st entity channel

Default
1
snd_channel2volume 1

volume multiplier of the 2nd entity channel

Default
1
snd_channel3volume 1

volume multiplier of the 3rd entity channel

Default
1
snd_channel4volume 1

volume multiplier of the 4th entity channel

Default
1
snd_channel5volume 1

volume multiplier of the 5th entity channel

Default
1
snd_channel6volume 1

volume multiplier of the 6th entity channel

Default
1
snd_channel7volume 1

volume multiplier of the 7th entity channel

Default
1
snd_channellayout 0

channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)

Default
0
snd_channels 2

number of channels for the sound output (2 for stereo; up to 8 supported for 3D sound)

Default
2
snd_csqcchannel0volume 1

volume multiplier of the auto-allocate entity channel CSQC entities (DEPRECATED)

Default
1
snd_csqcchannel1volume 1

volume multiplier of the 1st entity channel of CSQC entities (DEPRECATED)

Default
1
snd_csqcchannel2volume 1

volume multiplier of the 2nd entity channel of CSQC entities (DEPRECATED)

Default
1
snd_csqcchannel3volume 1

volume multiplier of the 3rd entity channel of CSQC entities (DEPRECATED)

Default
1
snd_csqcchannel4volume 1

volume multiplier of the 4th entity channel of CSQC entities (DEPRECATED)

Default
1
snd_csqcchannel5volume 1

volume multiplier of the 5th entity channel of CSQC entities (DEPRECATED)

Default
1
snd_csqcchannel6volume 1

volume multiplier of the 6th entity channel of CSQC entities (DEPRECATED)

Default
1
snd_csqcchannel7volume 1

volume multiplier of the 7th entity channel of CSQC entities (DEPRECATED)

Default
1
snd_entchannel0volume 1

volume multiplier of the auto-allocate entity channel of regular entities (DEPRECATED)

Default
1
snd_entchannel1volume 1

volume multiplier of the 1st entity channel of regular entities (DEPRECATED)

Default
1
snd_entchannel2volume 1

volume multiplier of the 2nd entity channel of regular entities (DEPRECATED)

Default
1
snd_entchannel3volume 1

volume multiplier of the 3rd entity channel of regular entities (DEPRECATED)

Default
1
snd_entchannel4volume 1

volume multiplier of the 4th entity channel of regular entities (DEPRECATED)

Default
1
snd_entchannel5volume 1

volume multiplier of the 5th entity channel of regular entities (DEPRECATED)

Default
1
snd_entchannel6volume 1

volume multiplier of the 6th entity channel of regular entities (DEPRECATED)

Default
1
snd_entchannel7volume 1

volume multiplier of the 7th entity channel of regular entities (DEPRECATED)

Default
1
snd_identicalsoundrandomization_tics 0

if nonzero, how many tics to limit sound randomization as defined by snd_identicalsoundrandomization_time

Default
0
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

Default
0.1
snd_initialized 1

indicates the sound subsystem is active

Default
1
snd_maxchannelvolume 10

maximum volume of a single sound

Default
10
snd_mutewhenidle 1

whether to disable sound output when game window is inactive

Default
1
snd_noextraupdate 0

disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates

Default
0
snd_playerchannel0volume 1

volume multiplier of the auto-allocate entity channel of player entities (DEPRECATED)

Default
1
snd_playerchannel1volume 1

volume multiplier of the 1st entity channel of player entities (DEPRECATED)

Default
1
snd_playerchannel2volume 1

volume multiplier of the 2nd entity channel of player entities (DEPRECATED)

Default
1
snd_playerchannel3volume 1

volume multiplier of the 3rd entity channel of player entities (DEPRECATED)

Default
1
snd_playerchannel4volume 1

volume multiplier of the 4th entity channel of player entities (DEPRECATED)

Default
1
snd_playerchannel5volume 1

volume multiplier of the 5th entity channel of player entities (DEPRECATED)

Default
1
snd_playerchannel6volume 1

volume multiplier of the 6th entity channel of player entities (DEPRECATED)

Default
1
snd_playerchannel7volume 1

volume multiplier of the 7th entity channel of player entities (DEPRECATED)

Default
1
snd_precache 1

loads sounds before they are used

Default
1
snd_show 0

shows some statistics about sound mixing

Default
0
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.

Default
0
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)

Default
1200
snd_spatialization_control 0

enable spatialization control (headphone friendly mode)

Default
0
snd_spatialization_max 0.95

maximum spatialization of sounds

Default
0.95
snd_spatialization_max_radius 100

use maximum spatialization below this radius

Default
100
snd_spatialization_min 0.70

minimum spatializazion of sounds

Default
0.70
snd_spatialization_min_radius 10000

use minimum spatialization above to this radius

Default
10000
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

Default
1
snd_spatialization_power 0

exponent of the spatialization falloff curve (0: logarithmic)

Default
0
snd_spatialization_prologic 0

use dolby prologic (I, II or IIx) encoding (snd_channels must be 2)

Default
0
snd_spatialization_prologic_frontangle 30

the angle between the front speakers and the center speaker

Default
30
snd_speed 48000

sound output frequency, in hertz

Default
48000
snd_startloopingsounds 1

whether to start sounds that would loop (you want this to be 1); existing sounds are not affected

Default
1
snd_startnonloopingsounds 1

whether to start sounds that would not loop (you want this to be 1); existing sounds are not affected

Default
1
snd_staticvolume 1

volume of ambient sound effects (such as swampy sounds at the start of e1m2)

Default
1
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

Default
1
snd_streaming_length 1

decompress sounds completely if they are less than this play time when snd_streaming is 1

Default
1
snd_swapstereo 0

swaps left/right speakers for old ISA soundblaster cards

Default
0
snd_wav_partitionsize 1024

controls sound delay in samples, values too low will cause crackling, too high will cause delayed sounds

Default
1024
snd_width 2

sound output precision, in bytes (1 and 2 supported)

Default
2
snd_worldchannel0volume 1

volume multiplier of the auto-allocate entity channel of the world entity (DEPRECATED)

Default
1
snd_worldchannel1volume 1

volume multiplier of the 1st entity channel of the world entity (DEPRECATED)

Default
1
snd_worldchannel2volume 1

volume multiplier of the 2nd entity channel of the world entity (DEPRECATED)

Default
1
snd_worldchannel3volume 1

volume multiplier of the 3rd entity channel of the world entity (DEPRECATED)

Default
1
snd_worldchannel4volume 1

volume multiplier of the 4th entity channel of the world entity (DEPRECATED)

Default
1
snd_worldchannel5volume 1

volume multiplier of the 5th entity channel of the world entity (DEPRECATED)

Default
1
snd_worldchannel6volume 1

volume multiplier of the 6th entity channel of the world entity (DEPRECATED)

Default
1
snd_worldchannel7volume 1

volume multiplier of the 7th entity channel of the world entity (DEPRECATED)

Default
1

OpenGL (gl_)

41
gl_combine 1

indicates whether the OpenGL 1.3 rendering path is active

Default
1
gl_dither 1

enables OpenGL dithering (16bit looks bad with this off)

Default
1
gl_ext_separatestencil 1

make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension

Default
1
gl_ext_stenciltwoside 1

make use of GL_EXT_stenciltwoside extension (NVIDIA only)

Default
1
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)

Default
0
gl_flashblend 0

render bright coronas for dynamic lights instead of actual lighting, fast but ugly

Default
0
gl_info_driver

name of driver library (opengl32.dll, libGL.so.1, or whatever).

Default
gl_info_extensions

indicates extension list found by engine, space separated.

Default
gl_info_platform

indicates GL platform: WGL, GLX, or AGL.

Default
gl_info_renderer

indicates graphics chip model and other information

Default
gl_info_vendor

indicates brand of graphics chip

Default
gl_info_version

indicates version of current renderer. begins with 1.0.0, 1.1.0, 1.2.0, 1.3.1 etc.

Default
gl_lightmaps 0

draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading

Default
0
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)

Default
1024
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)

Default
2048
gl_mesh_drawrangeelements 1

use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)

Default
1
gl_mesh_testmanualfeeding 0

use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)

Default
0
gl_nopartialtextureupdates 0

use alternate path for dynamic lightmap updates that avoids a possibly slow code path in the driver

Default
0
gl_paranoid 0

enables OpenGL error checking and other tests

Default
0
gl_picmip 0

reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75%

Default
0
gl_picmip_other 0

extra picmip level for other textures (may be negative, which will then reduce gl_picmip for these)

Default
0
gl_picmip_sprites 0

extra picmip level for sprite textures (may be negative, which will then reduce gl_picmip for these)

Default
0
gl_picmip_world 0

extra picmip level for world textures (may be negative, which will then reduce gl_picmip for these)

Default
0
gl_polyblend 1

tints view while underwater, hurt, etc

Default
1
gl_printcheckerror 0

prints all OpenGL error checks, useful to identify location of driver crashes

Default
0
gl_texture_anisotropy 1

anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values

Default
1
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

Default
0
gl_texturecompression_2d 0

whether to compress 2d (hud/menu) textures other than the font

Default
0
gl_texturecompression_color 1

whether to compress colormap (diffuse) textures

Default
1
gl_texturecompression_gloss 1

whether to compress glossmap (specular) textures

Default
1
gl_texturecompression_glow 1

whether to compress glowmap (luma) textures

Default
1
gl_texturecompression_lightcubemaps 1

whether to compress light cubemaps (spotlights and other light projection images)

Default
1
gl_texturecompression_normal 0

whether to compress normalmap (normalmap) textures

Default
0
gl_texturecompression_q3bspdeluxemaps 0

whether to compress deluxemaps in q3bsp format levels (only levels compiled with q3map2 -deluxe have these)

Default
0
gl_texturecompression_q3bsplightmaps 0

whether to compress lightmaps in q3bsp format levels

Default
0
gl_texturecompression_reflectmask 1

whether to compress reflection cubemap masks (mask of which areas of the texture should reflect the generic shiny cubemap)

Default
1
gl_texturecompression_sky 0

whether to compress sky textures

Default
0
gl_texturecompression_sprites 1

whether to compress sprites

Default
1
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)

Default
3
gl_vbo_dynamicindex 0

make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles

Default
0
gl_vbo_dynamicvertex 0

make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles

Default
0

Music (music_)

41
music_playlist_current0 0

current track index to play in list

Default
0
music_playlist_current1 0

current track index to play in list

Default
0
music_playlist_current2 0

current track index to play in list

Default
0
music_playlist_current3 0

current track index to play in list

Default
0
music_playlist_current4 0

current track index to play in list

Default
0
music_playlist_current5 0

current track index to play in list

Default
0
music_playlist_current6 0

current track index to play in list

Default
0
music_playlist_current7 0

current track index to play in list

Default
0
music_playlist_current8 0

current track index to play in list

Default
0
music_playlist_current9 0

current track index to play in list

Default
0
music_playlist_index -1

selects which of the music_playlist_ variables is the active one, -1 disables playlists

Default
-1
music_playlist_list0

list of tracks to play

Default
music_playlist_list1

list of tracks to play

Default
music_playlist_list2

list of tracks to play

Default
music_playlist_list3

list of tracks to play

Default
music_playlist_list4

list of tracks to play

Default
music_playlist_list5

list of tracks to play

Default
music_playlist_list6

list of tracks to play

Default
music_playlist_list7

list of tracks to play

Default
music_playlist_list8

list of tracks to play

Default
music_playlist_list9

list of tracks to play

Default
music_playlist_random0 0

enables random play order if 1, 0 is sequential play

Default
0
music_playlist_random1 0

enables random play order if 1, 0 is sequential play

Default
0
music_playlist_random2 0

enables random play order if 1, 0 is sequential play

Default
0
music_playlist_random3 0

enables random play order if 1, 0 is sequential play

Default
0
music_playlist_random4 0

enables random play order if 1, 0 is sequential play

Default
0
music_playlist_random5 0

enables random play order if 1, 0 is sequential play

Default
0
music_playlist_random6 0

enables random play order if 1, 0 is sequential play

Default
0
music_playlist_random7 0

enables random play order if 1, 0 is sequential play

Default
0
music_playlist_random8 0

enables random play order if 1, 0 is sequential play

Default
0
music_playlist_random9 0

enables random play order if 1, 0 is sequential play

Default
0
music_playlist_sampleposition0 -1

resume position for track, -1 restarts every time

Default
-1
music_playlist_sampleposition1 -1

resume position for track, -1 restarts every time

Default
-1
music_playlist_sampleposition2 -1

resume position for track, -1 restarts every time

Default
-1
music_playlist_sampleposition3 -1

resume position for track, -1 restarts every time

Default
-1
music_playlist_sampleposition4 -1

resume position for track, -1 restarts every time

Default
-1
music_playlist_sampleposition5 -1

resume position for track, -1 restarts every time

Default
-1
music_playlist_sampleposition6 -1

resume position for track, -1 restarts every time

Default
-1
music_playlist_sampleposition7 -1

resume position for track, -1 restarts every time

Default
-1
music_playlist_sampleposition8 -1

resume position for track, -1 restarts every time

Default
-1
music_playlist_sampleposition9 -1

resume position for track, -1 restarts every time

Default
-1

Video / Display (vid_)

40
vid_bitsperpixel 32

how many bits per pixel to render at (32 or 16, 32 is recommended)

Default
32
vid_conheight 480

virtual height of 2D graphics system

Default
480
vid_conwidth 640

virtual width of 2D graphics system

Default
640
vid_desktopfullscreen 1

force desktop resolution for fullscreen; also use some OS dependent tricks for better fullscreen integration

Default
1
vid_dx9 0

use Microsoft Direct3D9(r) for rendering

Default
0
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)

Default
1
vid_dx9_softvertex 0

enables software vertex processing (for compatibility testing? or if you have a very fast CPU), usually you want this off

Default
0
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

Default
0
vid_forcerefreshrate 0

try to set the given vid_refreshrate even if Windows doesn't list it as valid video mode

Default
0
vid_fullscreen 1

use fullscreen (1) or windowed (0)

Default
1
vid_gl13 1

enables faster rendering using OpenGL 1.3 features (such as GL_ARB_texture_env_combine extension)

Default
1
vid_gl20 1

enables faster rendering using OpenGL 2.0 features (such as GL_ARB_fragment_shader extension)

Default
1
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)

Default
0
vid_hardwaregammasupported 1

indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps)

Default
1
vid_height 480

resolution

Default
480
vid_minheight 0

minimum vid_height that is acceptable (to be set in default.cfg in mods)

Default
0
vid_minwidth 0

minimum vid_width that is acceptable (to be set in default.cfg in mods)

Default
0
vid_mouse 1

whether to use the mouse in windowed mode (fullscreen always does)

Default
1
vid_pixelheight 1

adjusts vertical field of vision to account for non-square pixels (1280x1024 on a CRT monitor for example)

Default
1
vid_refreshrate 60

refresh rate to use, in hz (higher values flicker less, if supported by your monitor)

Default
60
vid_resizable 0

0: window not resizable, 1: resizable, 2: window can be resized but the framebuffer isn't adjusted

Default
0
vid_sRGB 0

if hardware is capable, modify rendering to be gamma corrected for the sRGB color standard (computer monitors, TVs), recommended

Default
0
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)

Default
0
vid_samples 1

how many anti-aliasing samples per pixel to request from the graphics driver (4 is recommended, 1 is faster)

Default
1
vid_soft 0

enables use of the DarkPlaces Software Rasterizer rather than OpenGL or Direct3D

Default
0
vid_soft_interlace 1

whether the DarkPlaces Software Rasterizer should interlace the screen bands occupied by each thread

Default
1
vid_soft_threads 8

the number of threads the DarkPlaces Software Rasterizer should use

Default
8
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

Default
0
vid_stick_mouse 0

have the mouse stuck in the center of the screen

Default
0
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

Default
0
vid_touchscreen_density 2.0

Standard quantized screen density multiplier (see Android documentation for DisplayMetrics), similar values are given on iPhoneOS

Default
2.0
vid_touchscreen_outlinealpha 0

opacity of touchscreen area outlines

Default
0
vid_touchscreen_overlayalpha 0.25

opacity of touchscreen area icons

Default
0.25
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

Default
0
vid_touchscreen_supportshowkeyboard 0

indicates if the platform supports a virtual keyboard

Default
0
vid_touchscreen_xdpi 300

Horizontal DPI of the screen (only valid on Android currently)

Default
300
vid_touchscreen_ydpi 300

Vertical DPI of the screen (only valid on Android currently)

Default
300
vid_userefreshrate 0

set this to 1 to make vid_refreshrate used, or to 0 to let the engine choose a sane default

Default
0
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

Default
0
vid_width 640

resolution

Default
640

Joystick / Input (joy_)

37
joy_active 0

indicates that a joystick is active (detected and enabled)

Default
0
joy_axisforward 1

which joystick axis to query for forward/backward movement

Default
1
joy_axiskeyevents 0

generate uparrow/leftarrow etc. keyevents for joystick axes, use if your joystick driver is not generating them

Default
0
joy_axiskeyevents_deadzone 0.5

deadzone value for axes

Default
0.5
joy_axispitch 3

which joystick axis to query for looking up/down

Default
3
joy_axisside 0

which joystick axis to query for right/left movement

Default
0
joy_axisup -1

which joystick axis to query for up/down movement

Default
-1
joy_axisyaw 2

which joystick axis to query for looking right/left

Default
2
joy_deadzoneforward 0

deadzone tolerance, suggested values are in the range 0 to 0.01

Default
0
joy_deadzonepitch 0

deadzone tolerance, suggested values are in the range 0 to 0.01

Default
0
joy_deadzoneside 0

deadzone tolerance, suggested values are in the range 0 to 0.01

Default
0
joy_deadzoneup 0

deadzone tolerance, suggested values are in the range 0 to 0.01

Default
0
joy_deadzoneyaw 0

deadzone tolerance, suggested values are in the range 0 to 0.01

Default
0
joy_detected 0

number of joysticks detected by engine

Default
0
joy_enable 0

enables joystick support

Default
0
joy_index 0

selects which joystick to use if you have multiple (0 uses the first controller, 1 uses the second, ...)

Default
0
joy_sensitivityforward -1

movement multiplier

Default
-1
joy_sensitivitypitch 1

movement multiplier

Default
1
joy_sensitivityside 1

movement multiplier

Default
1
joy_sensitivityup 1

movement multiplier

Default
1
joy_sensitivityyaw -1

movement multiplier

Default
-1
joy_x360_axisforward 1

which joystick axis to query for forward/backward movement

Default
1
joy_x360_axispitch 3

which joystick axis to query for looking up/down

Default
3
joy_x360_axisside 0

which joystick axis to query for right/left movement

Default
0
joy_x360_axisup -1

which joystick axis to query for up/down movement

Default
-1
joy_x360_axisyaw 2

which joystick axis to query for looking right/left

Default
2
joy_x360_deadzoneforward 0.266

deadzone tolerance, suggested values are in the range 0 to 0.01

Default
0.266
joy_x360_deadzonepitch 0.266

deadzone tolerance, suggested values are in the range 0 to 0.01

Default
0.266
joy_x360_deadzoneside 0.266

deadzone tolerance, suggested values are in the range 0 to 0.01

Default
0.266
joy_x360_deadzoneup 0.266

deadzone tolerance, suggested values are in the range 0 to 0.01

Default
0.266
joy_x360_deadzoneyaw 0.266

deadzone tolerance, suggested values are in the range 0 to 0.01

Default
0.266
joy_x360_sensitivityforward 1

movement multiplier

Default
1
joy_x360_sensitivitypitch -1

movement multiplier

Default
-1
joy_x360_sensitivityside 1

movement multiplier

Default
1
joy_x360_sensitivityup 1

movement multiplier

Default
1
joy_x360_sensitivityyaw -1

movement multiplier

Default
-1
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)

Default
0

Screen (scr_)

37
scr_centertime 2

how long centerprint messages show

Default
2
scr_conalpha 1

opacity of console background gfx/conback

Default
1
scr_conalpha2factor 0

opacity of console background gfx/conback2 relative to scr_conalpha; when 0, gfx/conback2 is not drawn

Default
0
scr_conalpha3factor 0

opacity of console background gfx/conback3 relative to scr_conalpha; when 0, gfx/conback3 is not drawn

Default
0
scr_conalphafactor 1

opacity of console background gfx/conback relative to scr_conalpha; when 0, gfx/conback is not drawn

Default
1
scr_conbrightness 1

brightness of console background (0 = black, 1 = image)

Default
1
scr_conforcewhiledisconnected 1

forces fullscreen console while disconnected

Default
1
scr_conscroll2_x 0

scroll speed of gfx/conback2 in x direction

Default
0
scr_conscroll2_y 0

scroll speed of gfx/conback2 in y direction

Default
0
scr_conscroll3_x 0

scroll speed of gfx/conback3 in x direction

Default
0
scr_conscroll3_y 0

scroll speed of gfx/conback3 in y direction

Default
0
scr_conscroll_x 0

scroll speed of gfx/conback in x direction

Default
0
scr_conscroll_y 0

scroll speed of gfx/conback in y direction

Default
0
scr_infobar_height 8

the height of the infobar items

Default
8
scr_loadingscreen_background 0

show the last visible background during loading screen (costs one screenful of video memory)

Default
0
scr_loadingscreen_barcolor 0 0 1

rgb color of loadingscreen progress bar

Default
0 0 1
scr_loadingscreen_barheight 8

the height of the loadingscreen progress bar

Default
8
scr_loadingscreen_count 1

number of loading screen files to use randomly (named loading.tga, loading2.tga, loading3.tga, ...)

Default
1
scr_loadingscreen_firstforstartup 0

remove loading.tga from random scr_loadingscreen_count selection and only display it on client startup, 0 = normal, 1 = firstforstartup

Default
0
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)

Default
10
scr_loadingscreen_picture gfx/loading

picture shown during loading

Default
gfx/loading
scr_loadingscreen_scale 1

scale factor of the background

Default
1
scr_loadingscreen_scale_base 0

0 = console pixels, 1 = video pixels

Default
0
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

Default
0
scr_menuforcewhiledisconnected 0

forces menu while disconnected

Default
0
scr_printspeed 0

speed of intermission printing (episode end texts), a value of 0 disables the slow printing

Default
0
scr_refresh 1

allows you to completely shut off rendering for benchmarking purposes

Default
1
scr_screenshot_alpha 0

try to write an alpha channel to screenshots (debugging feature)

Default
0
scr_screenshot_gammaboost 1

gamma correction on saved screenshots and videos, 1.0 saves unmodified images

Default
1
scr_screenshot_hwgamma 1

apply the video gamma ramp to saved screenshots and videos

Default
1
scr_screenshot_jpeg 1

save jpeg instead of targa

Default
1
scr_screenshot_jpeg_quality 0.9

image quality of saved jpeg

Default
0.9
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)

Default
dp
scr_screenshot_name_in_mapdir 0

if set to 1, screenshots are placed in a subdirectory named like the map they are from

Default
0
scr_screenshot_png 0

save png instead of targa

Default
0
scr_screenshot_timestamp 1

use a timestamp based number of the type YYYYMMDDHHMMSSsss instead of sequential numbering

Default
1
scr_stipple 0

interlacing-like stippling of the display

Default
0

View (v_)

34
v_brightness 0

brightness of black, useful for monitors that are too dark

Default
0
v_centermove 0.15

how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)

Default
0.15
v_centerspeed 500

how fast the view centers itself

Default
500
v_color_black_b 0

desired color of black

Default
0
v_color_black_g 0

desired color of black

Default
0
v_color_black_r 0

desired color of black

Default
0
v_color_enable 0

enables black-grey-white color correction curve controls

Default
0
v_color_grey_b 0.5

desired color of grey

Default
0.5
v_color_grey_g 0.5

desired color of grey

Default
0.5
v_color_grey_r 0.5

desired color of grey

Default
0.5
v_color_white_b 1

desired color of white

Default
1
v_color_white_g 1

desired color of white

Default
1
v_color_white_r 1

desired color of white

Default
1
v_contrast 1

brightness of white (values above 1 give a brighter image with increased color saturation, unlike v_gamma)

Default
1
v_contrastboost 1

by how much to multiply the contrast in dark areas (1 is no change)

Default
1
v_deathtilt 1

whether to use sideways view when dead

Default
1
v_deathtiltangle 80

what roll angle to use when tilting the view while dead

Default
80
v_flipped 0

mirror the screen (poor man's left handed mode)

Default
0
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

Default
1
v_glslgamma 1

enables use of GLSL to apply gamma correction ramps if available (note: overrides v_hwgamma)

Default
1
v_glslgamma_2d 0

applies GLSL gamma to 2d pictures (HUD, fonts)

Default
0
v_glslgamma_video 1

applies GLSL gamma to played video, could be a fraction, requires r_glslgamma_2d 1.

Default
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

Default
0
v_idlescale 0

how much of the quake 'drunken view' effect to use

Default
0
v_ipitch_cycle 1

v_idlescale pitch speed

Default
1
v_ipitch_level 0.3

v_idlescale pitch amount

Default
0.3
v_iroll_cycle 0.5

v_idlescale roll speed

Default
0.5
v_iroll_level 0.1

v_idlescale roll amount

Default
0.1
v_iyaw_cycle 2

v_idlescale yaw speed

Default
2
v_iyaw_level 0.3

v_idlescale yaw amount

Default
0.3
v_kickpitch 0.6

how much a view kick from damage pitches your view

Default
0.6
v_kickroll 0.6

how much a view kick from damage rolls your view

Default
0.6
v_kicktime 0.5

how long a view kick from damage lasts

Default
0.5
v_psycho 0

easter egg

Default
0

Model Loading (mod_)

33
mod_alias_force_animated

if set to an non-empty string, overrides the is-animated flag of any alias models (for benchmarking)

Default
mod_alias_supporttagscale 1

support scaling factors in bone/tag attachment matrices as supported by MD3

Default
1
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

Default
1
mod_collision_bih 1

enables use of generated Bounding Interval Hierarchy tree instead of compiled bsp tree in collision code

Default
1
mod_generatelightmaps_borderpixels 2

extra space around polygons to prevent sampling artifacts

Default
2
mod_generatelightmaps_gridradius 64

sampling area around each lightgrid cell center

Default
64
mod_generatelightmaps_gridsamples 64

number of shadow tests done per lightgrid cell

Default
64
mod_generatelightmaps_lightmapradius 16

sampling area around each lightmap pixel

Default
16
mod_generatelightmaps_lightmapsamples 16

number of shadow tests done per lightmap pixel

Default
16
mod_generatelightmaps_texturesize 1024

size of lightmap textures

Default
1024
mod_generatelightmaps_unitspersample 8

lightmap resolution

Default
8
mod_generatelightmaps_vertexradius 16

sampling area around each vertex

Default
16
mod_generatelightmaps_vertexsamples 16

number of shadow tests done per vertex

Default
16
mod_noshader_default_offsetmapping 1

use offsetmapping by default on all surfaces that are not using q3 shader files

Default
1
mod_obj_orientation 1

fix orientation of OBJ models to the usual conventions (if zero, use coordinates as is)

Default
1
mod_q1bsp_polygoncollisions 0

disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)

Default
0
mod_q3bsp_curves_collisions 1

enables collisions with curves (SLOW)

Default
1
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)

Default
16
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)

Default
16
mod_q3bsp_debugtracebrush 0

selects different tracebrush bsp recursion algorithms (for debugging purposes only)

Default
0
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, ...

Default
4
mod_q3bsp_nolightmaps 0

do not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly)

Default
0
mod_q3bsp_optimizedtraceline 1

whether to use optimized traceline code for line traces (as opposed to tracebox code)

Default
1
mod_q3bsp_sRGBlightmaps 0

treat lightmaps from Q3 maps as sRGB when vid_sRGB is active

Default
0
mod_q3bsp_tracelineofsight_brushes 0

enables culling of entities behind detail brushes, curves, etc

Default
0
mod_q3shader_default_offsetmapping 1

use offsetmapping by default on all surfaces that are using q3 shader files

Default
1
mod_q3shader_default_offsetmapping_bias 0

default bias used for offsetmapping

Default
0
mod_q3shader_default_offsetmapping_scale 1

default scale used for offsetmapping

Default
1
mod_q3shader_default_polygonfactor 0

biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts

Default
0
mod_q3shader_default_polygonoffset -2

biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts

Default
-2
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

Default
0
mod_q3shader_force_terrain_alphaflag 0

for multilayered terrain shaders force TEXF_ALPHA flag on both layers

Default
0
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

Default
1

Physics (physics_)

29
physics_ode 0

run ODE physics (VERY experimental and potentially buggy)

Default
0
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.

Default
0
physics_ode_autodisable 1

automatic disabling of objects which dont move for long period of time, makes object stacking a lot faster

Default
1
physics_ode_autodisable_steps 10

how many steps object should be dormant to be autodisabled

Default
10
physics_ode_autodisable_threshold_angular 6

body will be disabled if it's angular move below this value

Default
6
physics_ode_autodisable_threshold_linear 0.6

body will be disabled if it's linear move below this value

Default
0.6
physics_ode_autodisable_threshold_samples 5

average threshold with this number of samples

Default
5
physics_ode_autodisable_time 0

how many seconds object should be dormant to be autodisabled

Default
0
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

Default
0
physics_ode_contact_cfm 0

contact solver cfm parameter - Constraint Force Mixing (see ODE User Guide)

Default
0
physics_ode_contact_erp 0.96

contact solver erp parameter - Error Restitution Percent (see ODE User Guide)

Default
0.96
physics_ode_contact_maxpoints 16

maximal number of contact points between 2 objects, higher = stable (and slower), can be up to 32

Default
16
physics_ode_contact_mu 1

contact solver mu parameter - friction pyramid approximation 1 (see ODE User Guide)

Default
1
physics_ode_contactsurfacelayer 1

allows objects to overlap this many units to reduce jitter

Default
1
physics_ode_iterationsperframe 1

divisor for time step, runs multiple physics steps per frame

Default
1
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

Default
0.5
physics_ode_printstats 0

print ODE stats each frame

Default
0
physics_ode_quadtree_depth 5

desired subdivision level of quadtree culling space

Default
5
physics_ode_spinlimit 10000

reset spin velocity if it gets too large

Default
10000
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

Default
1
physics_ode_world_cfm -1

world solver cfm parameter - Constraint Force Mixing (see ODE User Guide); not touched when -1

Default
-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

Default
1
physics_ode_world_damping_angular 0.05

world angular damping scale (see ODE User Guide); use defaults when set to -1

Default
0.05
physics_ode_world_damping_angular_threshold 0.1

world angular damping threshold (see ODE User Guide); use defaults when set to -1

Default
0.1
physics_ode_world_damping_linear 0.01

world linear damping scale (see ODE User Guide); use defaults when set to -1

Default
0.01
physics_ode_world_damping_linear_threshold 0.1

world linear damping threshold (see ODE User Guide); use defaults when set to -1

Default
0.1
physics_ode_world_erp -1

world solver erp parameter - Error Restitution Percent (see ODE User Guide); use defaults when set to -1

Default
-1
physics_ode_world_gravitymod 1

multiplies gravity got from sv_gravity, this may be needed to tweak if strong damping is used

Default
1
physics_ode_worldstep_iterations 20

parameter to dWorldQuickStep

Default
20

Particles (cl_particle)

24
cl_particles 1

enables particle effects

Default
1
cl_particles_alpha 1

multiplies opacity of particles

Default
1
cl_particles_blood 1

enables blood effects

Default
1
cl_particles_blood_alpha 1

opacity of blood, does not affect decals

Default
1
cl_particles_blood_bloodhack 1

make certain quake particle() calls create blood effects instead

Default
1
cl_particles_blood_decal_alpha 1

opacity of blood decal

Default
1
cl_particles_blood_decal_scalemax 2

maximal random scale of decal

Default
2
cl_particles_blood_decal_scalemin 1.5

minimal random scale of decal

Default
1.5
cl_particles_bubbles 1

enables bubbles (used by multiple effects)

Default
1
cl_particles_bulletimpacts 1

enables bulletimpact effects

Default
1
cl_particles_collisions 1

allow costly collision detection on particles (sparks that bounce, particles not going through walls, blood hitting surfaces, etc)

Default
1
cl_particles_explosions_shell 0

enables polygonal shell from explosions

Default
0
cl_particles_explosions_sparks 1

enables sparks from explosions

Default
1
cl_particles_forcetraileffects 0

force trails to be displayed even if a non-trail draw primitive was used (debug/compat feature)

Default
0
cl_particles_quake 0

makes particle effects look mostly like the ones in Quake

Default
0
cl_particles_quality 1

multiplies number of particles

Default
1
cl_particles_rain 1

enables rain effects

Default
1
cl_particles_size 1

multiplies particle size

Default
1
cl_particles_smoke 1

enables smoke (used by multiple effects)

Default
1
cl_particles_smoke_alpha 0.5

smoke brightness

Default
0.5
cl_particles_smoke_alphafade 0.55

brightness fade per second

Default
0.55
cl_particles_snow 1

enables snow effects

Default
1
cl_particles_sparks 1

enables sparks (used by multiple effects)

Default
1
cl_particles_visculling 0

perform a costly check if each particle is visible before drawing

Default
0

GLSL Shaders (r_glsl)

23
r_glsl 1

indicates whether the OpenGL 2.0 rendering path is active

Default
1
r_glsl_deluxemapping 1

use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)

Default
1
r_glsl_offsetmapping 0

offset mapping effect (also known as parallax mapping or virtual displacement mapping)

Default
0
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

Default
0
r_glsl_offsetmapping_lod_distance 32

first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc.

Default
32
r_glsl_offsetmapping_reliefmapping 0

relief mapping effect (higher quality)

Default
0
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)

Default
5
r_glsl_offsetmapping_reliefmapping_steps 10

relief mapping steps (note: too high values may be not supported by your GPU)

Default
10
r_glsl_offsetmapping_scale 0.04

how deep the offset mapping effect is

Default
0.04
r_glsl_offsetmapping_steps 2

offset mapping steps (note: too high values may be not supported by your GPU)

Default
2
r_glsl_postprocess 0

use a GLSL postprocessing shader

Default
0
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)

Default
0 0 0 0
r_glsl_postprocess_uservec1_enable 1

enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)

Default
1
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)

Default
0 0 0 0
r_glsl_postprocess_uservec2_enable 1

enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)

Default
1
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)

Default
0 0 0 0
r_glsl_postprocess_uservec3_enable 1

enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)

Default
1
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)

Default
0 0 0 0
r_glsl_postprocess_uservec4_enable 1

enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)

Default
1
r_glsl_saturation 1

saturation multiplier (only working in glsl!)

Default
1
r_glsl_saturation_redcompensate 0

a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required

Default
0
r_glsl_skeletal 1

render skeletal models faster using a gpu-skinning technique

Default
1
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.

Default
0

Video Capture (cl_capturevideo)

20
cl_capturevideo 0

enables saving of video to a .avi file using uncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboost affects the brightness of the output)

Default
0
cl_capturevideo_demo_stop 1

automatically stops video recording when demo ends

Default
1
cl_capturevideo_fps 30

how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful)

Default
30
cl_capturevideo_framestep 1

when set to n >= 1, render n frames to capture one (useful for motion blur like effects)

Default
1
cl_capturevideo_height 0

scales all frames to this resolution before saving the video

Default
0
cl_capturevideo_nameformat dpvideo

prefix for saved videos (the date is encoded using strftime escapes)

Default
dpvideo
cl_capturevideo_number 1

number to append to video filename, incremented each time a capture begins

Default
1
cl_capturevideo_ogg 1

save captured video data as Ogg/Vorbis/Theora streams

Default
1
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

Default
-1
cl_capturevideo_ogg_theora_keyframe_auto_threshold 80

threshold for key frame decision (0 to 100)

Default
80
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

Default
1.5
cl_capturevideo_ogg_theora_keyframe_maxinterval 64

maximum keyframe interval (1 to 1000)

Default
64
cl_capturevideo_ogg_theora_keyframe_mininterval 8

minimum keyframe interval (1 to 1000)

Default
8
cl_capturevideo_ogg_theora_noise_sensitivity 1

video noise sensitivity (0 to 6); lower is better

Default
1
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

Default
48
cl_capturevideo_ogg_theora_vp3compat 1

make VP3 compatible theora streams

Default
1
cl_capturevideo_ogg_vorbis_quality 3

audio quality (-1 to 10); higher is better

Default
3
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)

Default
1
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

Default
0
cl_capturevideo_width 0

scales all frames to this resolution before saving the video

Default
0

Console (con_)

20
con_chat 0

how many chat lines to show in a dedicated chat area

Default
0
con_chatpos 0

where to put chat (negative: lines from bottom of screen, positive: lines below notify, 0: at top)

Default
0
con_chatrect 0

use con_chatrect_x and _y to position con_notify and con_chat freely instead of con_chatpos

Default
0
con_chatrect_x

where to put chat, relative x coordinate of left edge on screen (use con_chatwidth for width)

Default
con_chatrect_y

where to put chat, relative y coordinate of top edge on screen (use con_chat for line count)

Default
con_chatsize 8

chat text size in virtual 2D pixels (if con_chat is enabled)

Default
8
con_chatsound 1

enables chat sound to play on message

Default
1
con_chattime 30

how long chat lines last, in seconds

Default
30
con_chatwidth 1.0

relative chat window width

Default
1.0
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

Default
1
con_completion_exec *.cfg

completion pattern for the exec command

Default
*.cfg
con_completion_playdemo *.dem

completion pattern for the playdemo command

Default
*.dem
con_completion_timedemo *.dem

completion pattern for the timedemo command

Default
*.dem
con_nickcompletion 1

tab-complete nicks in console and message input

Default
1
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.

Default
11
con_notify 4

how many notify lines to show

Default
4
con_notifyalign

how to align notify lines: 0 = left, 0.5 = center, 1 = right, empty string = game default)

Default
con_notifysize 8

notify text size in virtual 2D pixels

Default
8
con_notifytime 3

how long notify lines last, in seconds

Default
3
con_textsize 8

console text size in virtual 2D pixels

Default
8

Networking (net_)

17
net_address

network address to open ipv4 ports on (if empty, use default interfaces)

Default
net_address_ipv6

network address to open ipv6 ports on (if empty, use default interfaces)

Default
net_burstreserve 0.3

how much of the burst time to reserve for packet size spikes

Default
0.3
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.

Default
0.5
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.

Default
5
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.

Default
15
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.

Default
1
net_messagetimeout 300

drops players who have not sent any packets for this many seconds

Default
300
net_slist_favorites

contains a list of IP addresses and ports to always query explicitly

Default
net_slist_maxtries 3

how many times to ask the same server for information (more times gives better ping reports but takes longer)

Default
3
net_slist_pause 0

when set to 1, the server list won't update until it is set back to 0

Default
0
net_slist_queriesperframe 4

maximum number of server information requests to send each rendered frame (guards against low framerates causing problems)

Default
4
net_slist_queriespersecond 20

how many server information requests to send per second

Default
20
net_slist_timeout 4

how long to listen for a server information response before giving up

Default
4
net_test 0

internal development use only, leave it alone (usually does nothing anyway)

Default
0
net_tos_dscp 32

DiffServ Codepoint for network sockets (may need game restart to apply)

Default
32
net_usesizelimit 2

use packet size limiting (0: never, 1: in non-CSQC mode, 2: always)

Default
2

View Bobbing (cl_bob)

13
cl_bob 0.02

view bobbing amount

Default
0.02
cl_bob2 0

sideways view bobbing amount

Default
0
cl_bob2cycle 0.6

sideways view bobbing speed

Default
0.6
cl_bob2smooth 0.05

how fast the view goes back when you stop touching the ground

Default
0.05
cl_bobcycle 0.6

view bobbing speed

Default
0.6
cl_bobfall 0

how much the view swings down when falling (influenced by the speed you hit the ground with)

Default
0
cl_bobfallcycle 3

speed of the bobfall swing

Default
3
cl_bobfallminspeed 200

necessary amount of speed for bob-falling to occur

Default
200
cl_bobmodel 1

enables gun bobbing

Default
1
cl_bobmodel_side 0.1

gun bobbing sideways sway amount

Default
0.1
cl_bobmodel_speed 7

gun bobbing speed

Default
7
cl_bobmodel_up 0.1

gun bobbing upward movement amount

Default
0.1
cl_bobup 0.5

view bobbing adjustment that makes the up or down swing of the bob last longer

Default
0.5

Developer (developer)

12
developer 0

shows debugging messages and information (recommended for all developers and level designers); the value -1 also suppresses buffering and logging these messages

Default
0
developer_entityparsing 0

prints detailed network entities information each time a packet is received

Default
0
developer_extra 0

prints additional debugging messages, often very verbose!

Default
0
developer_font 0

prints debug messages about fonts

Default
0
developer_insane 0

prints huge streams of information about internal workings, entire contents of files being read/written, etc. Not recommended!

Default
0
developer_loadfile 0

prints name and size of every file loaded via the FS_LoadFile function (which is almost everything)

Default
0
developer_loading 0

prints information about files as they are loaded or unloaded successfully

Default
0
developer_memory 0

prints debugging information about memory allocations

Default
0
developer_memorydebug 0

enables memory corruption checks (very slow)

Default
0
developer_networkentities 0

prints received entities, value is 0-10 (higher for more info, 10 being the most verbose)

Default
0
developer_networking 0

prints all received and sent packets (recommended only for debugging)

Default
0
developer_texturelogging 0

produces a textures.log file containing names of skins and map textures the engine tried to load

Default
0

PRVM / VM (prvm_)

12
prvm_backtraceforwarnings 0

print a backtrace for warnings too

Default
0
prvm_breakpointdump 0

write a savegame on breakpoint to breakpoint-server.dmp

Default
0
prvm_coverage 0

report and count coverage events (1: per-function, 2: coverage() builtin, 4: per-statement)

Default
0
prvm_errordump 0

write a savegame on crash to crash-server.dmp

Default
0
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

Default
prvm_leaktest 0

try to detect memory leaks in strings or entities

Default
0
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)

Default
prvm_reuseedicts_neverinsameframe 1

never allows re-use of freed entity slots during same frame

Default
1
prvm_reuseedicts_startuptime 2

allows immediate re-use of freed entity slots during start of new level (value in seconds)

Default
2
prvm_statementprofiling 0

counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled)

Default
0
prvm_timeprofiling 0

counts how long each function has been executed, these counts are displayed in prvm_profile output (if enabled)

Default
0
prvm_traceqc 0

prints every QuakeC statement as it is executed (only for really thorough debugging!)

Default
0

Water Effects (r_water)

12
r_water 1

whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)

Default
1
r_water_clippingplanebias 1

a rather technical setting which avoids black pixels around water edges

Default
1
r_water_fbo 1

enables use of render to texture for water effects, otherwise copy to texture is used (slower)

Default
1
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

Default
1
r_water_lowquality 0

special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights

Default
0
r_water_reflectdistort 0.01

how much water reflections shimmer

Default
0.01
r_water_refractdistort 0.01

how much water refractions shimmer

Default
0.01
r_water_resolutionmultiplier 0.35

multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster

Default
0.35
r_water_scissormode 3

scissor (1) or cull (2) or both (3) water renders

Default
3
r_wateralpha 1

opacity of water polygons

Default
1
r_waterscroll 1

makes water scroll around, value controls how much

Default
1
r_waterwarp 1

warp view while underwater

Default
1

HDR (r_hdr)

10
r_hdr_glowintensity 1

how bright light emitting textures should appear

Default
1
r_hdr_irisadaptation 0

adjust scene brightness according to light intensity at player location

Default
0
r_hdr_irisadaptation_fade_down 0.5

fade rate at which value adjusts to brightness

Default
0.5
r_hdr_irisadaptation_fade_up 0.1

fade rate at which value adjusts to darkness

Default
0.1
r_hdr_irisadaptation_maxvalue 4

maximum value that can result from multiplier / brightness

Default
4
r_hdr_irisadaptation_minvalue 0.5

minimum value that can result from multiplier / brightness

Default
0.5
r_hdr_irisadaptation_multiplier 2

brightness at which value will be 1.0

Default
2
r_hdr_irisadaptation_radius 15

lighting within this many units of the eye is averaged

Default
15
r_hdr_irisadaptation_value 1

current value as scenebrightness multiplier, changes continuously when irisadaptation is active

Default
1
r_hdr_scenebrightness 1

global rendering brightness

Default
1

Scoreboard / HUD (sbar_)

9
sbar_alpha_bg 0.4

opacity value of the statusbar background image

Default
0.4
sbar_alpha_fg 1

opacity value of the statusbar weapon/item icons and numbers

Default
1
sbar_flagstatus_pos 115

pixel position of the Nexuiz flag status icons, from the bottom

Default
115
sbar_flagstatus_right 0

moves Nexuiz flag status icons to the right

Default
0
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)

Default
1
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)

Default
0
sbar_info_pos 0

pixel position of the info strings (such as showfps), from the bottom

Default
0
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

Default
-1
sbar_scorerank 1

shows an overlay for your score (or team score) and rank in the scoreboard

Default
1

Collision (collision_)

8
collision_cache 1

store results of collision traces for next frame to reuse if possible (optimization)

Default
1
collision_debug_tracelineasbox 0

workaround for any bugs in Collision_TraceLineBrushFloat by using Collision_TraceBrushBrushFloat

Default
0
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)

Default
16
collision_extendtraceboxlength 1

internal bias for tracebox() qc builtin to account for collision_impactnudge (this does not alter the final trace length)

Default
1
collision_extendtracelinelength 1

internal bias for traceline() qc builtin to account for collision_impactnudge (this does not alter the final trace length)

Default
1
collision_impactnudge 0.03125

how much to back off from the impact

Default
0.03125
collision_triangle_axialsides 1

generate axially-aligned edge planes on triangles - otherwise use perpendicular edge planes

Default
1
collision_triangle_bevelsides 0

generate sloped edge planes on triangles - if 0, see axialedgeplanes

Default
0

Bloom (r_bloom)

8
r_bloom 0

enables bloom effect (makes bright pixels affect neighboring pixels)

Default
0
r_bloom_blur 4

how large the glow is

Default
4
r_bloom_brighten 2

how bright the glow is, after subtract/power

Default
2
r_bloom_colorexponent 1

how exaggerated the glow is

Default
1
r_bloom_colorscale 1

how bright the glow is

Default
1
r_bloom_colorsubtract 0.125

reduces bloom colors by a certain amount

Default
0.125
r_bloom_resolution 320

what resolution to perform the bloom effect at (independent of screen resolution)

Default
320
r_bloom_scenebrightness 1

global rendering brightness when bloom is enabled

Default
1

System (sys_)

8
sys_colortranslation 0

terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation)

Default
0
sys_debugsleep 0

write requested and attained sleep times to standard output, to be used with gnuplot

Default
0
sys_memsize_physical 4096

physical memory size in MB (or empty if unknown)

Default
4096
sys_memsize_virtual 2048

virtual memory size in MB (or empty if unknown)

Default
2048
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)

Default
1
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

Default
0.01388889
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.

Default
0
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)

Default
0

RCON (rcon)

7
rcon_address

server address to send rcon commands to (when not connected to a server)

Default
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

Default
rcon_restricted_commands

allowed commands for rcon when the restricted mode password was used

Default
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

Default
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

Default
0
rcon_secure_challengetimeout 5

challenge-based secure rcon: time out requests if no challenge came within this time interval

Default
5
rcon_secure_maxdiff 5

maximum time difference between rcon request and server system clock (to protect against replay attack)

Default
5

Chase Camera (chase_)

6
chase_active 0

enables chase cam

Default
0
chase_back 48

chase cam distance from the player

Default
48
chase_overhead 0

chase cam looks straight down if this is not zero

Default
0
chase_pitchangle 55

chase cam pitch angle

Default
55
chase_stevie 0

(GOODVSBAD2 only) chase cam view from above

Default
0
chase_up 24

chase cam distance from the player

Default
24

Crosshair (crosshair)

6
crosshair 1

selects crosshair to use (0 is none)

Default
1
crosshair_color_alpha 1

how opaque the crosshair should be

Default
1
crosshair_color_blue 1

customizable crosshair color

Default
1
crosshair_color_green 1

customizable crosshair color

Default
1
crosshair_color_red 1

customizable crosshair color

Default
1
crosshair_size 1

adjusts size of the crosshair on the screen

Default
1

Beams (cl_beam)

4
cl_beams_instantaimhack 0

makes your lightning gun aiming update instantly

Default
0
cl_beams_lightatend 0

make a light at the end of the beam

Default
0
cl_beams_polygons 1

use beam polygons instead of models

Default
1
cl_beams_quakepositionhack 1

makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)

Default
1

CSQC (csqc_)

4
csqc_progcrc -1

CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1

Default
-1
csqc_progname csprogs.dat

name of csprogs.dat file to load

Default
csprogs.dat
csqc_progsize -1

file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1

Default
-1
csqc_usedemoprogs 1

use csprogs stored in demos

Default
1

Host (host_)

3
host_framerate 0

locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed

Default
0
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.

Default
1000
host_speeds 0

reports how much time is used in server/graphics/sound

Default
0

Logging (log_)

3
log_dest_udp

UDP address to log messages to (in QW rcon compatible format); multiple destinations can be separated by spaces; DO NOT SPECIFY DNS NAMES HERE

Default
log_file

filename to log messages to

Default
log_file_stripcolors 0

strip color codes from log messages

Default
0

Other / Miscellaneous

119
_cl_color 0

internal storage cvar for current player colors (changed by color command)

Default
0
_cl_name player

internal storage cvar for current player name (changed by name command)

Default
player
_cl_playermodel

internal storage cvar for current player model in Nexuiz/Xonotic (changed by playermodel command)

Default
_cl_playerskin

internal storage cvar for current player skin in Nexuiz/Xonotic (changed by playerskin command)

Default
_cl_pmodel 0

internal storage cvar for current player model number in nehahra (changed by pmodel command)

Default
0
_cl_rate 20000

internal storage cvar for current rate (changed by rate command)

Default
20000
_cl_rate_burstsize 1024

internal storage cvar for current rate control burst size (changed by rate_burstsize command)

Default
1024
_snd_mixahead 0.15

how much sound to mix ahead of time

Default
0.15
ambient_fade 100

rate of volume fading when moving from one environment to another

Default
100
ambient_level 0.3

volume of environment noises (water and wind)

Default
0.3
bgmvolume 1

volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)

Default
1
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)

Default
1
cdaudioinitialized 1

indicates if CD Audio system is active

Default
1
cmdline C:\darkplaces.exe

// contains commandline the engine was launched with

Default
C:\darkplaces.exe
condump_stripcolors 0

strip color codes from console dumps

Default
0
coop 0

coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)

Default
0
cutscene 1

enables cutscenes in nehahra, can be used by other mods

Default
1
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)

Default
0
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)

Default
1
forceqmenu 0

enables the quake menu instead of the quakec menu.dat (if present)

Default
0
fov 90

field of vision, 1-170 degrees, default 90, some players use 110-130

Default
90
fraglimit 0

ends level if this many frags is reached by any player

Default
0
freelook 1

mouse controls pitch instead of forward/back

Default
1
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

Default
0
fs_gamedir

the list of currently selected gamedirs (use the 'gamedir' command to change this)

Default
gamecfg 0

unused cvar in quake, can be used by mods

Default
0
gameversion 0

version of game data (mod-specific) to be sent to querying clients

Default
0
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

Default
-1
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

Default
-1
halflifebsp 0

indicates the current map is hlbsp format (useful to know because of different bounding box sizes)

Default
0
hostname UNNAMED

server message to show in server browser

Default
UNNAMED
in_pitch_max 90

how far you can aim downward (quake used 80)

Default
90
in_pitch_min -90

how far you can aim upward (quake used -70)

Default
-90
locksession 0

Lock the session? 0 = no, 1 = yes and abort on failure, 2 = yes and continue on failure

Default
0
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)

Default
1
locs_show 0

shows defined locations for editing purposes

Default
0
lookspring 0

returns pitch to level with the floor when no longer holding a pitch key

Default
0
lookstrafe 0

move instead of turning

Default
0
m_accelerate 1

mouse acceleration factor (try 2)

Default
1
m_accelerate_filter 0.1

mouse acceleration factor filtering

Default
0.1
m_accelerate_maxspeed 10000

above this speed, full acceleration is done

Default
10000
m_accelerate_minspeed 5000

below this speed, no acceleration is done

Default
5000
m_filter 0

smoothes mouse movement, less responsive but smoother aiming

Default
0
m_forward 1

mouse forward speed multiplier

Default
1
m_pitch 0.022

mouse pitch speed multiplier

Default
0.022
m_side 0.8

mouse side speed multiplier

Default
0.8
m_yaw 0.022

mouse yaw speed multiplier

Default
0.022
mastervolume 0.7

master volume

Default
0.7
nehx00 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx01 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx02 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx03 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx04 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx05 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx06 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx07 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx08 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx09 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx10 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx11 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx12 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx13 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx14 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx15 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx16 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx17 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx18 0

nehahra data storage cvar (used in singleplayer)

Default
0
nehx19 0

nehahra data storage cvar (used in singleplayer)

Default
0
noaim 1

QW option to disable vertical autoaim

Default
1
noexit 0

kills anyone attempting to use an exit

Default
0
nomonsters 0

unused cvar in quake, can be used by mods

Default
0
nosound 0

disables sound

Default
0
pausable 1

allow players to pause or not (otherwise, only the server admin can)

Default
1
port 26000

server port for players to connect to

Default
26000
pr_checkextension 1

indicates to QuakeC that the standard quakec extensions system is available (if 0, quakec should not attempt to use extensions)

Default
1
qport 56937

identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)

Default
56937
registered 0

indicates if this is running registered quake (whether gfx/pop.lmp was found)

Default
0
samelevel 0

repeats same level if level ends (due to timelimit or someone hitting an exit)

Default
0
saved1 0

unused cvar in quake that is saved to config.cfg on exit, can be used by mods

Default
0
saved2 0

unused cvar in quake that is saved to config.cfg on exit, can be used by mods

Default
0
saved3 0

unused cvar in quake that is saved to config.cfg on exit, can be used by mods

Default
0
saved4 0

unused cvar in quake that is saved to config.cfg on exit, can be used by mods

Default
0
savedgamecfg 0

unused cvar in quake that is saved to config.cfg on exit, can be used by mods

Default
0
scratch1 0

unused cvar in quake, can be used by mods

Default
0
scratch2 0

unused cvar in quake, can be used by mods

Default
0
scratch3 0

unused cvar in quake, can be used by mods

Default
0
scratch4 0

unused cvar in quake, can be used by mods

Default
0
sensitivity 3

mouse speed multiplier

Default
3
sessionid

ID of the current session (use the -sessionid parameter to set it); this is always either empty or begins with a dot (.)

Default
showblur 0

shows the current alpha level of motionblur

Default
0
showbrand 0

shows gfx/brand.tga in a corner of the screen (different values select different positions, including centered)

Default
0
showdate 0

shows current date (useful on screenshots)

Default
0
showdate_format %Y-%m-%d

format string for date

Default
%Y-%m-%d
showfps 0

shows your rendered fps (frames per second)

Default
0
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)

Default
0
showpause 1

show pause icon when game is paused

Default
1
showram 1

show ram icon if low on surface cache memory (not used)

Default
1
showsound 0

shows number of active sound sources, sound latency, and other statistics

Default
0
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

Default
0
showtex 0

shows the name of the texture on the crosshair (for map debugging)

Default
0
showtime 0

shows current time of day (useful on screenshots)

Default
0
showtime_format %H:%M:%S

format string for time of day

Default
%H:%M:%S
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

Default
0
showturtle 0

show turtle icon when framerate is too low

Default
0
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)

Default
1
skin

QW player skin name (example: base)

Default
slowmo 1.0

controls game speed, 0.5 is half speed, 2 is double speed

Default
1.0
team none

QW team (4 character limit, example: blue)

Default
none
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

Default
0
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)

Default
0
timedemo_screenshotframelist

when performing a timedemo, take screenshots of each frame in this space-separated list - example: 1 201 401

Default
timeformat [%Y-%m-%d %H:%M:%S]

// time format to use on timestamped console messages

Default
[%Y-%m-%d %H:%M:%S]
timelimit 0

ends level at this time (in minutes)

Default
0
timestamps 0

prints timestamps on console messages

Default
0
utf8_enable 0

Enable UTF-8 support. For compatibility, this is disabled by default in most games.

Default
0
viewsize 100

how large the view should be, 110 disables inventory bar, 120 disables status bar

Default
100
volume 0.7

volume of sound effects

Default
0.7