QuakeC Console Variables Reference

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Name Default Value Description
_cl_color0internal storage cvar for current player colors (changed by color command)
_cl_nameplayerinternal storage cvar for current player name (changed by name command)
_cl_playermodelinternal storage cvar for current player model in Nexuiz/Xonotic (changed by playermodel command)
_cl_playerskininternal storage cvar for current player skin in Nexuiz/Xonotic (changed by playerskin command)
_cl_pmodel0internal storage cvar for current player model number in nehahra (changed by pmodel command)
_cl_rate20000internal storage cvar for current rate (changed by rate command)
_cl_rate_burstsize1024internal storage cvar for current rate control burst size (changed by rate_burstsize command)
_snd_mixahead0.15how much sound to mix ahead of time
ambient_fade100rate of volume fading when moving from one environment to another
ambient_level0.3volume of environment noises (water and wind)
bgmvolume1volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)
cdaudio1CD 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)
cdaudioinitialized1indicates if CD Audio system is active
chase_active0enables chase cam
chase_back48chase cam distance from the player
chase_overhead0chase cam looks straight down if this is not zero
chase_pitchangle55chase cam pitch angle
chase_stevie0(GOODVSBAD2 only) chase cam view from above
chase_up24chase cam distance from the player
cl_anglespeedkey1.5how much +speed multiplies keyboard turning speed
cl_autodemo0records every game played, using the date/time and map name to name the demo file
cl_autodemo_delete0Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on
cl_autodemo_nameformatautodemos/%Y-%m-%d_%H-%MThe format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)
cl_backspeed200backward movement speed
cl_beams_instantaimhack0makes your lightning gun aiming update instantly
cl_beams_lightatend0make a light at the end of the beam
cl_beams_polygons1use beam polygons instead of models
cl_beams_quakepositionhack1makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)
cl_bob0.02view bobbing amount
cl_bob20sideways view bobbing amount
cl_bob2cycle0.6sideways view bobbing speed
cl_bob2smooth0.05how fast the view goes back when you stop touching the ground
cl_bobcycle0.6view bobbing speed
cl_bobfall0how much the view swings down when falling (influenced by the speed you hit the ground with)
cl_bobfallcycle3speed of the bobfall swing
cl_bobfallminspeed200necessary amount of speed for bob-falling to occur
cl_bobmodel1enables gun bobbing
cl_bobmodel_side0.1gun bobbing sideways sway amount
cl_bobmodel_speed7gun bobbing speed
cl_bobmodel_up0.1gun bobbing upward movement amount
cl_bobup0.5view bobbing adjustment that makes the up or down swing of the bob last longer
cl_capturevideo0enables saving of video to a .avi file using uncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboost affects the brightness of the output)
cl_capturevideo_demo_stop1automatically stops video recording when demo ends
cl_capturevideo_fps30how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful)
cl_capturevideo_framestep1when set to n >= 1, render n frames to capture one (useful for motion blur like effects)
cl_capturevideo_height0scales all frames to this resolution before saving the video
cl_capturevideo_nameformatdpvideoprefix for saved videos (the date is encoded using strftime escapes)
cl_capturevideo_number1number to append to video filename, incremented each time a capture begins
cl_capturevideo_ogg1save captured video data as Ogg/Vorbis/Theora streams
cl_capturevideo_ogg_theora_bitrate-1video bitrate (45 to 2000 kbps), or -1 to use quality only; higher is better; setting both to -1 achieves unlimited quality
cl_capturevideo_ogg_theora_keyframe_auto_threshold80threshold for key frame decision (0 to 100)
cl_capturevideo_ogg_theora_keyframe_bitrate_multiplier1.5how much more bit rate to use for keyframes, specified as a factor of at least 1
cl_capturevideo_ogg_theora_keyframe_maxinterval64maximum keyframe interval (1 to 1000)
cl_capturevideo_ogg_theora_keyframe_mininterval8minimum keyframe interval (1 to 1000)
cl_capturevideo_ogg_theora_noise_sensitivity1video noise sensitivity (0 to 6); lower is better
cl_capturevideo_ogg_theora_quality48video quality factor (0 to 63), or -1 to use bitrate only; higher is better; setting both to -1 achieves unlimited quality
cl_capturevideo_ogg_theora_vp3compat1make VP3 compatible theora streams
cl_capturevideo_ogg_vorbis_quality3audio quality (-1 to 10); higher is better
cl_capturevideo_printfps1prints the frames per second captured in capturevideo (is only written to the log file, not to the console, as that would be visible on the video)
cl_capturevideo_realtime0causes video saving to operate in realtime (mostly useful while playing, not while capturing demos), this can produce a much lower quality video due to poor sound/video sync and will abort saving if your machine stalls for over a minute
cl_capturevideo_width0scales all frames to this resolution before saving the video
cl_csqc_generatemousemoveevents1enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec
cl_curl_enabled1whether client's download support is enabled
cl_curl_maxdownloads1maximum number of concurrent HTTP/FTP downloads
cl_curl_maxspeed300maximum download speed (KiB/s)
cl_curl_useragent1send the User-Agent string (note: turning this off may break stuff)
cl_curl_useragent_appenda string to append to the User-Agent string (useful for name and version number of your mod)
cl_deathfade0fade screen to dark red when dead, value represents how fast the fade is (higher is faster)
cl_deathnoviewmodel1hides gun model when dead
cl_deathscoreboard1shows scoreboard (+showscores) while dead
cl_decals1enables decals (bullet holes, blood, etc)
cl_decals_bias0.125distance to bias decals from surface to prevent depth fighting
cl_decals_fadetime1how long decals take to fade away
cl_decals_max4096maximum number of decals allowed to exist in the world at once
cl_decals_models0enables decals on animated models (if newsystem is also 1)
cl_decals_newsystem1enables new advanced decal system
cl_decals_newsystem_bloodsmears1enable use of particle velocity as decal projection direction rather than surface normal
cl_decals_newsystem_immediatebloodstain20: no on-spawn blood stains; 1: on-spawn blood stains for pt_blood; 2: always use on-spawn blood stains
cl_decals_newsystem_intensitymultiplier2boosts intensity of decals (because the distance fade can make them hard to see otherwise)
cl_decals_time20how long before decals start to fade away
cl_decals_visculling1perform a very cheap check if each decal is visible before drawing
cl_demo_mousegrab0Allows reading the mouse input while playing demos. Useful for camera mods developed in csqc. (0: never, 1: always)
cl_dlights_decaybrightness1reduces brightness of light flashes over time
cl_dlights_decayradius1reduces size of light flashes over time
cl_explosions_alpha_end0end alpha of an explosion shell (just before it disappears)
cl_explosions_alpha_start1.5starting alpha of an explosion shell
cl_explosions_lifetime0.5how long an explosion shell lasts
cl_explosions_size_end128ending alpha of an explosion shell (just before it disappears)
cl_explosions_size_start16starting size of an explosion shell
cl_followmodel1enables gun following
cl_followmodel_side_highpass5gun following sideways highpass in 1/s
cl_followmodel_side_highpass130gun following sideways pre-highpass in 1/s
cl_followmodel_side_limit6gun following sideways limit
cl_followmodel_side_lowpass10gun following sideways lowpass in 1/s
cl_followmodel_side_speed0.25gun following sideways speed
cl_followmodel_up_highpass2gun following upward highpass in 1/s
cl_followmodel_up_highpass160gun following upward pre-highpass in 1/s
cl_followmodel_up_limit5gun following upward limit
cl_followmodel_up_lowpass10gun following upward lowpass in 1/s
cl_followmodel_up_speed0.5gun following upward speed
cl_forwardspeed250forward movement speed
cl_gameplayfix_soundsmovewithentities1causes sounds made by lifts, players, projectiles, and any other entities, to move with the entity, so for example a rocket noise follows the rocket rather than staying at the starting position
cl_iplog_namedarkplaces_iplog.txtname of iplog file containing player addresses for iplog_list command and automatic ip logging when parsing status command
cl_itembobheight0how much items bob up and down (try 8)
cl_itembobspeed0.5how frequently items bob up and down
cl_joinbeforedownloadsfinish1if non-zero the game will begin after the map is loaded before other downloads finish
cl_leanmodel1enables gun leaning
cl_leanmodel_side_highpass3gun leaning sideways highpass in 1/s
cl_leanmodel_side_highpass130gun leaning sideways pre-highpass in 1/s
cl_leanmodel_side_limit35gun leaning sideways limit
cl_leanmodel_side_lowpass20gun leaning sideways lowpass in 1/s
cl_leanmodel_side_speed0.7gun leaning sideways speed
cl_leanmodel_up_highpass15gun leaning upward highpass in 1/s
cl_leanmodel_up_highpass15gun leaning upward pre-highpass in 1/s
cl_leanmodel_up_limit50gun leaning upward limit
cl_leanmodel_up_lowpass20gun leaning upward lowpass in 1/s
cl_leanmodel_up_speed0.65gun leaning upward speed
cl_lerpanim_maxdelta_framegroups0.1maximum frame delta for smoothing between framegroups (when 0, one network frame)
cl_lerpanim_maxdelta_server0.1maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)
cl_lerpexcess0maximum allowed lerp excess (hides, not fixes, some packet loss)
cl_maxfps250maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)
cl_maxfps_alwayssleep1gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0
cl_maxidlefps20maximum fps cap when the game is not the active window (makes cpu time available to other programs
cl_maxphysicsframesperserverframe10maximum number of physics frames per server frame
cl_minfps40minimum fps target - while the rendering performance is below this, it will drift toward lower quality
cl_minfps_fade1how fast the quality adapts to varying framerate
cl_minfps_force0also apply quality reductions in timedemo/capturevideo
cl_minfps_qualityhysteresis0.05reduce all quality increments by this to reduce flickering
cl_minfps_qualitymax1highest allowed drawdistance multiplier
cl_minfps_qualitymin0.25lowest allowed drawdistance multiplier
cl_minfps_qualitymultiply0.2multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)
cl_minfps_qualitystepmax0.1maximum quality change in a single frame
cl_movecliptokeyboard0if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount
cl_movement1enables clientside prediction of your player movement
cl_movement_accelerate10how fast you accelerate (should match sv_accelerate)
cl_movement_airaccel_qw1ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move
cl_movement_airaccel_sideways_friction0anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger
cl_movement_airaccelerate-1how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead
cl_movement_edgefriction1how much to slow down when you may be about to fall off a ledge (should match edgefriction)
cl_movement_friction4how fast you slow down (should match sv_friction)
cl_movement_jumpvelocity270how fast you move upward when you begin a jump (should match the quakec code)
cl_movement_maxairspeed30how fast you can move while in the air (should match sv_maxairspeed)
cl_movement_maxspeed320how fast you can move (should match sv_maxspeed)
cl_movement_minping0whether to use prediction when ping is lower than this value in milliseconds
cl_movement_nettimeout0.3stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds
cl_movement_replay1use engine prediction
cl_movement_stepheight18how tall a step you can step in one instant (should match sv_stepheight)
cl_movement_stopspeed100speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)
cl_movement_track_canjump1track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some "sliding" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too
cl_movement_wallfriction1how fast you slow down while sliding along a wall (should match sv_wallfriction)
cl_movement_wateraccelerate-1how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead
cl_movement_waterfriction-1how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead
cl_movespeedkey2.0how much +speed multiplies keyboard movement speed
cl_netfps72how many input packets to send to server each second
cl_netimmediatebuttons1sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)
cl_netlocalping0lags local loopback connection by this much ping time (useful to play more fairly on your own server with people with higher pings)
cl_netpacketloss_receive0drops this percentage of incoming packets, useful for testing network protocol robustness (jerky movement, effects failing to start, sounds failing to play, etc)
cl_netpacketloss_send0drops this percentage of outgoing packets, useful for testing network protocol robustness (jerky movement, prediction errors, etc)
cl_netrepeatinput1how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)
cl_nettimesyncboundmode6method of restricting client time to valid values, 0 = no correction, 1 = tight bounding (jerky with packet loss), 2 = loose bounding (corrects it if out of bounds), 3 = leniant bounding (ignores temporary errors due to varying framerate), 4 = slow adjustment method from Quake3, 5 = slighttly nicer version of Quake3 method, 6 = bounding + Quake3
cl_nettimesyncboundtolerance0.25how much error is tolerated by bounding check, as a fraction of frametime, 0.25 = up to 25% margin of error tolerated, 1 = use only new time, 0 = use only old time (same effect as setting cl_nettimesyncfactor to 1)
cl_nettimesyncfactor0rate at which client time adapts to match server time, 1 = instantly, 0.125 = slowly, 0 = not at all (bounding still applies)
cl_nodelta0disables delta compression of non-player entities in QW network protocol
cl_nolerp0network update smoothing
cl_noplayershadow0hide player shadow
cl_particles1enables particle effects
cl_particles_alpha1multiplies opacity of particles
cl_particles_blood1enables blood effects
cl_particles_blood_alpha1opacity of blood, does not affect decals
cl_particles_blood_bloodhack1make certain quake particle() calls create blood effects instead
cl_particles_blood_decal_alpha1opacity of blood decal
cl_particles_blood_decal_scalemax2maximal random scale of decal
cl_particles_blood_decal_scalemin1.5minimal random scale of decal
cl_particles_bubbles1enables bubbles (used by multiple effects)
cl_particles_bulletimpacts1enables bulletimpact effects
cl_particles_collisions1allow costly collision detection on particles (sparks that bounce, particles not going through walls, blood hitting surfaces, etc)
cl_particles_explosions_shell0enables polygonal shell from explosions
cl_particles_explosions_sparks1enables sparks from explosions
cl_particles_forcetraileffects0force trails to be displayed even if a non-trail draw primitive was used (debug/compat feature)
cl_particles_quake0makes particle effects look mostly like the ones in Quake
cl_particles_quality1multiplies number of particles
cl_particles_rain1enables rain effects
cl_particles_size1multiplies particle size
cl_particles_smoke1enables smoke (used by multiple effects)
cl_particles_smoke_alpha0.5smoke brightness
cl_particles_smoke_alphafade0.55brightness fade per second
cl_particles_snow1enables snow effects
cl_particles_sparks1enables sparks (used by multiple effects)
cl_particles_visculling0perform a costly check if each particle is visible before drawing
cl_pitchspeed150keyboard pitch turning speed
cl_port0forces client to use chosen port number if not 0
cl_prydoncursor0enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc
cl_prydoncursor_notrace0disables traceline used in prydon cursor reporting to the game, saving some cpu time
cl_readpicture_force0when enabled, the low quality pictures read by ReadPicture() are preferred over the high quality pictures on the file system
cl_rollangle2.0how much to tilt the view when strafing
cl_rollspeed200how much strafing is necessary to tilt the view
cl_serverextension_download0indicates whether the server supports the download command
cl_shownet01 = print packet size, 2 = print packet message list
cl_sidespeed225strafe movement speed
cl_smoothviewheight0time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition.
cl_sound_hknighthithknight/hit.wavsound to play during TE_KNIGHTSPIKE (empty cvar disables sound)
cl_sound_r_exp3weapons/r_exp3.wavsound to play during TE_EXPLOSION and related effects (empty cvar disables sound)
cl_sound_ric1weapons/ric1.wavsound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
cl_sound_ric2weapons/ric2.wavsound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
cl_sound_ric3weapons/ric3.wavsound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
cl_sound_ric_gunshot0specifies if and when the related cl_sound_ric and cl_sound_tink sounds apply to TE_GUNSHOT/TE_GUNSHOTQUAD, 0 = no sound, 1 = TE_GUNSHOT, 2 = TE_GUNSHOTQUAD, 3 = TE_GUNSHOT and TE_GUNSHOTQUAD
cl_sound_tink1weapons/tink1.wavsound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
cl_sound_wizardhitwizard/hit.wavsound to play during TE_WIZSPIKE (empty cvar disables sound)
cl_stainmaps0stains lightmaps, much faster than decals but blurred
cl_stainmaps_clearonload1clear stainmaps on map restart
cl_stairsmoothspeed160how fast your view moves upward/downward when running up/down stairs
cl_upspeed400vertical movement speed (while swimming or flying)
cl_video_brightness1brightness of video, 1 = fullbright, 0.75 - 3/4 etc.
cl_video_fadein0fading-from-black effect once video is started, in seconds
cl_video_fadeout0fading-to-black effect once video is ended, in seconds
cl_video_keepaspectratio0keeps aspect ratio of fullscreen videos, leaving black color on unfilled areas, a value of 2 let video to be stretched horizontally with top & bottom being sliced out
cl_video_scale1scale of video, 1 = fullscreen, 0.75 - 3/4 of screen etc.
cl_video_scale_vpos0vertical align of scaled video, -1 is top, 1 is bottom
cl_video_stipple0draw interlacing-like effect on videos, similar to scr_stipple but static and used only with video playing.
cl_video_subtitles0show subtitles for videos (if they are present)
cl_video_subtitles_lines4how many lines to occupy for subtitles
cl_video_subtitles_textsize16textsize for subtitles
cl_viewmodel_scale1changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible
cl_worldbasenamename of current worldmodel without maps/ prefix or extension
cl_worldmessagetitle of current level
cl_worldnamename of current worldmodel
cl_worldnamenoextensionname of current worldmodel without extension
cl_yawspeed140keyboard yaw turning speed
cmdlineC:\darkplaces.exe// contains commandline the engine was launched with
collision_cache1store results of collision traces for next frame to reuse if possible (optimization)
collision_debug_tracelineasbox0workaround for any bugs in Collision_TraceLineBrushFloat by using Collision_TraceBrushBrushFloat
collision_extendmovelength16internal bias on trace length to ensure detection of collisions within the collision_impactnudge distance so that short moves do not degrade across frames (this does not alter the final trace length)
collision_extendtraceboxlength1internal bias for tracebox() qc builtin to account for collision_impactnudge (this does not alter the final trace length)
collision_extendtracelinelength1internal bias for traceline() qc builtin to account for collision_impactnudge (this does not alter the final trace length)
collision_impactnudge0.03125how much to back off from the impact
collision_triangle_axialsides1generate axially-aligned edge planes on triangles - otherwise use perpendicular edge planes
collision_triangle_bevelsides0generate sloped edge planes on triangles - if 0, see axialedgeplanes
con_chat0how many chat lines to show in a dedicated chat area
con_chatpos0where to put chat (negative: lines from bottom of screen, positive: lines below notify, 0: at top)
con_chatrect0use con_chatrect_x and _y to position con_notify and con_chat freely instead of con_chatpos
con_chatrect_xwhere to put chat, relative x coordinate of left edge on screen (use con_chatwidth for width)
con_chatrect_ywhere to put chat, relative y coordinate of top edge on screen (use con_chat for line count)
con_chatsize8chat text size in virtual 2D pixels (if con_chat is enabled)
con_chatsound1enables chat sound to play on message
con_chattime30how long chat lines last, in seconds
con_chatwidth1.0relative chat window width
con_closeontoggleconsole1allows toggleconsole binds to close the console as well; when set to 2, this even works when not at the start of the line in console input; when set to 3, this works even if the toggleconsole key is the color tag
con_completion_exec*.cfgcompletion pattern for the exec command
con_completion_playdemo*.demcompletion pattern for the playdemo command
con_completion_timedemo*.demcompletion pattern for the timedemo command
con_nickcompletion1tab-complete nicks in console and message input
con_nickcompletion_flags11Bitfield: 0: add nothing after completion. 1: add the last color after completion. 2: add a quote when starting a quote instead of the color. 4: will replace 1, will force color, even after a quote. 8: ignore non-alphanumerics. 16: ignore spaces.
con_notify4how many notify lines to show
con_notifyalignhow to align notify lines: 0 = left, 0.5 = center, 1 = right, empty string = game default)
con_notifysize8notify text size in virtual 2D pixels
con_notifytime3how long notify lines last, in seconds
con_textsize8console text size in virtual 2D pixels
condump_stripcolors0strip color codes from console dumps
coop0coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)
crosshair1selects crosshair to use (0 is none)
crosshair_color_alpha1how opaque the crosshair should be
crosshair_color_blue1customizable crosshair color
crosshair_color_green1customizable crosshair color
crosshair_color_red1customizable crosshair color
crosshair_size1adjusts size of the crosshair on the screen
csqc_progcrc-1CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1
csqc_prognamecsprogs.datname of csprogs.dat file to load
csqc_progsize-1file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1
csqc_usedemoprogs1use csprogs stored in demos
cutscene1enables cutscenes in nehahra, can be used by other mods
deathmatch0deathmatch 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)
developer0shows debugging messages and information (recommended for all developers and level designers); the value -1 also suppresses buffering and logging these messages
developer_entityparsing0prints detailed network entities information each time a packet is received
developer_extra0prints additional debugging messages, often very verbose!
developer_font0prints debug messages about fonts
developer_insane0prints huge streams of information about internal workings, entire contents of files being read/written, etc. Not recommended!
developer_loadfile0prints name and size of every file loaded via the FS_LoadFile function (which is almost everything)
developer_loading0prints information about files as they are loaded or unloaded successfully
developer_memory0prints debugging information about memory allocations
developer_memorydebug0enables memory corruption checks (very slow)
developer_networkentities0prints received entities, value is 0-10 (higher for more info, 10 being the most verbose)
developer_networking0prints all received and sent packets (recommended only for debugging)
developer_texturelogging0produces a textures.log file containing names of skins and map textures the engine tried to load
edgefriction1how 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)
forceqmenu0enables the quake menu instead of the quakec menu.dat (if present)
fov90field of vision, 1-170 degrees, default 90, some players use 110-130
fraglimit0ends level if this many frags is reached by any player
freelook1mouse controls pitch instead of forward/back
fs_empty_files_in_pack_mark_deletions0if enabled, empty files in a pak/pk3 count as not existing but cancel the search in further packs, effectively allowing patch pak/pk3 files to 'delete' files
fs_gamedirthe list of currently selected gamedirs (use the 'gamedir' command to change this)
gamecfg0unused cvar in quake, can be used by mods
gameversion0version of game data (mod-specific) to be sent to querying clients
gameversion_max-1maximum version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible; if -1, gameversion is used alone
gameversion_min-1minimum version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible; if -1, gameversion is used alone
gl_combine1indicates whether the OpenGL 1.3 rendering path is active
gl_dither1enables OpenGL dithering (16bit looks bad with this off)
gl_ext_separatestencil1make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension
gl_ext_stenciltwoside1make use of GL_EXT_stenciltwoside extension (NVIDIA only)
gl_finish0make the cpu wait for the graphics processor at the end of each rendered frame (can help with strange input or video lag problems on some machines)
gl_flashblend0render bright coronas for dynamic lights instead of actual lighting, fast but ugly
gl_info_drivername of driver library (opengl32.dll, libGL.so.1, or whatever).
gl_info_extensionsindicates extension list found by engine, space separated.
gl_info_platformindicates GL platform: WGL, GLX, or AGL.
gl_info_rendererindicates graphics chip model and other information
gl_info_vendorindicates brand of graphics chip
gl_info_versionindicates version of current renderer. begins with 1.0.0, 1.1.0, 1.2.0, 1.3.1 etc.
gl_lightmaps0draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading
gl_max_lightmapsize1024maximum allowed texture size for lightmap textures, use larger values to improve rendering speed, as long as there is enough video memory available (setting it too high for the hardware will cause very bad performance)
gl_max_size2048maximum allowed texture size, can be used to reduce video memory usage, limited by hardware capabilities (typically 2048, 4096, or 8192)
gl_mesh_drawrangeelements1use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)
gl_mesh_testmanualfeeding0use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)
gl_nopartialtextureupdates0use alternate path for dynamic lightmap updates that avoids a possibly slow code path in the driver
gl_paranoid0enables OpenGL error checking and other tests
gl_picmip0reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75%
gl_picmip_other0extra picmip level for other textures (may be negative, which will then reduce gl_picmip for these)
gl_picmip_sprites0extra picmip level for sprite textures (may be negative, which will then reduce gl_picmip for these)
gl_picmip_world0extra picmip level for world textures (may be negative, which will then reduce gl_picmip for these)
gl_polyblend1tints view while underwater, hurt, etc
gl_printcheckerror0prints all OpenGL error checks, useful to identify location of driver crashes
gl_texture_anisotropy1anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values
gl_texturecompression0whether to compress textures, a value of 0 disables compression (even if the individual cvars are 1), 1 enables fast (low quality) compression at startup, 2 enables slow (high quality) compression at startup
gl_texturecompression_2d0whether to compress 2d (hud/menu) textures other than the font
gl_texturecompression_color1whether to compress colormap (diffuse) textures
gl_texturecompression_gloss1whether to compress glossmap (specular) textures
gl_texturecompression_glow1whether to compress glowmap (luma) textures
gl_texturecompression_lightcubemaps1whether to compress light cubemaps (spotlights and other light projection images)
gl_texturecompression_normal0whether to compress normalmap (normalmap) textures
gl_texturecompression_q3bspdeluxemaps0whether to compress deluxemaps in q3bsp format levels (only levels compiled with q3map2 -deluxe have these)
gl_texturecompression_q3bsplightmaps0whether to compress lightmaps in q3bsp format levels
gl_texturecompression_reflectmask1whether to compress reflection cubemap masks (mask of which areas of the texture should reflect the generic shiny cubemap)
gl_texturecompression_sky0whether to compress sky textures
gl_texturecompression_sprites1whether to compress sprites
gl_vbo3make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)
gl_vbo_dynamicindex0make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles
gl_vbo_dynamicvertex0make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles
halflifebsp0indicates the current map is hlbsp format (useful to know because of different bounding box sizes)
host_framerate0locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed
host_maxwait1000maximum sleep time requested from the operating system in millisecond. Larger sleeps will be done using multiple host_maxwait length sleeps. Lowering this value will increase CPU load, but may help working around problems with accuracy of sleep times.
host_speeds0reports how much time is used in server/graphics/sound
hostnameUNNAMEDserver message to show in server browser
in_pitch_max90how far you can aim downward (quake used 80)
in_pitch_min-90how far you can aim upward (quake used -70)
joy_active0indicates that a joystick is active (detected and enabled)
joy_axisforward1which joystick axis to query for forward/backward movement
joy_axiskeyevents0generate uparrow/leftarrow etc. keyevents for joystick axes, use if your joystick driver is not generating them
joy_axiskeyevents_deadzone0.5deadzone value for axes
joy_axispitch3which joystick axis to query for looking up/down
joy_axisside0which joystick axis to query for right/left movement
joy_axisup-1which joystick axis to query for up/down movement
joy_axisyaw2which joystick axis to query for looking right/left
joy_deadzoneforward0deadzone tolerance, suggested values are in the range 0 to 0.01
joy_deadzonepitch0deadzone tolerance, suggested values are in the range 0 to 0.01
joy_deadzoneside0deadzone tolerance, suggested values are in the range 0 to 0.01
joy_deadzoneup0deadzone tolerance, suggested values are in the range 0 to 0.01
joy_deadzoneyaw0deadzone tolerance, suggested values are in the range 0 to 0.01
joy_detected0number of joysticks detected by engine
joy_enable0enables joystick support
joy_index0selects which joystick to use if you have multiple (0 uses the first controller, 1 uses the second, ...)
joy_sensitivityforward-1movement multiplier
joy_sensitivitypitch1movement multiplier
joy_sensitivityside1movement multiplier
joy_sensitivityup1movement multiplier
joy_sensitivityyaw-1movement multiplier
joy_x360_axisforward1which joystick axis to query for forward/backward movement
joy_x360_axispitch3which joystick axis to query for looking up/down
joy_x360_axisside0which joystick axis to query for right/left movement
joy_x360_axisup-1which joystick axis to query for up/down movement
joy_x360_axisyaw2which joystick axis to query for looking right/left
joy_x360_deadzoneforward0.266deadzone tolerance, suggested values are in the range 0 to 0.01
joy_x360_deadzonepitch0.266deadzone tolerance, suggested values are in the range 0 to 0.01
joy_x360_deadzoneside0.266deadzone tolerance, suggested values are in the range 0 to 0.01
joy_x360_deadzoneup0.266deadzone tolerance, suggested values are in the range 0 to 0.01
joy_x360_deadzoneyaw0.266deadzone tolerance, suggested values are in the range 0 to 0.01
joy_x360_sensitivityforward1movement multiplier
joy_x360_sensitivitypitch-1movement multiplier
joy_x360_sensitivityside1movement multiplier
joy_x360_sensitivityup1movement multiplier
joy_x360_sensitivityyaw-1movement multiplier
joy_xinputavailable0indicates which devices are being reported by the Windows XInput API (first controller = 1, second = 2, third = 4, fourth = 8, added together)
locksession0Lock the session? 0 = no, 1 = yes and abort on failure, 2 = yes and continue on failure
locs_enable1enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)
locs_show0shows defined locations for editing purposes
log_dest_udpUDP address to log messages to (in QW rcon compatible format); multiple destinations can be separated by spaces; DO NOT SPECIFY DNS NAMES HERE
log_filefilename to log messages to
log_file_stripcolors0strip color codes from log messages
lookspring0returns pitch to level with the floor when no longer holding a pitch key
lookstrafe0move instead of turning
m_accelerate1mouse acceleration factor (try 2)
m_accelerate_filter0.1mouse acceleration factor filtering
m_accelerate_maxspeed10000above this speed, full acceleration is done
m_accelerate_minspeed5000below this speed, no acceleration is done
m_filter0smoothes mouse movement, less responsive but smoother aiming
m_forward1mouse forward speed multiplier
m_pitch0.022mouse pitch speed multiplier
m_side0.8mouse side speed multiplier
m_yaw0.022mouse yaw speed multiplier
mastervolume0.7master volume
menu_options_colorcontrol_correctionvalue0.5intensity value that matches up to white/black dither pattern, should be 0.5 for linear color
menu_progsmenu.datname of quakec menu.dat file
mod_alias_force_animatedif set to an non-empty string, overrides the is-animated flag of any alias models (for benchmarking)
mod_alias_supporttagscale1support scaling factors in bone/tag attachment matrices as supported by MD3
mod_bsp_portalize1enables portal generation from BSP tree (may take several seconds per map), used by r_drawportals, r_useportalculling, r_shadow_realtime_world_compileportalculling, sv_cullentities_portal
mod_collision_bih1enables use of generated Bounding Interval Hierarchy tree instead of compiled bsp tree in collision code
mod_generatelightmaps_borderpixels2extra space around polygons to prevent sampling artifacts
mod_generatelightmaps_gridradius64sampling area around each lightgrid cell center
mod_generatelightmaps_gridsamples64number of shadow tests done per lightgrid cell
mod_generatelightmaps_lightmapradius16sampling area around each lightmap pixel
mod_generatelightmaps_lightmapsamples16number of shadow tests done per lightmap pixel
mod_generatelightmaps_texturesize1024size of lightmap textures
mod_generatelightmaps_unitspersample8lightmap resolution
mod_generatelightmaps_vertexradius16sampling area around each vertex
mod_generatelightmaps_vertexsamples16number of shadow tests done per vertex
mod_noshader_default_offsetmapping1use offsetmapping by default on all surfaces that are not using q3 shader files
mod_obj_orientation1fix orientation of OBJ models to the usual conventions (if zero, use coordinates as is)
mod_q1bsp_polygoncollisions0disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)
mod_q3bsp_curves_collisions1enables collisions with curves (SLOW)
mod_q3bsp_curves_collisions_stride16collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)
mod_q3bsp_curves_stride16particle effect collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)
mod_q3bsp_debugtracebrush0selects different tracebrush bsp recursion algorithms (for debugging purposes only)
mod_q3bsp_lightmapmergepower4merges the quake3 128x128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ...
mod_q3bsp_nolightmaps0do not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly)
mod_q3bsp_optimizedtraceline1whether to use optimized traceline code for line traces (as opposed to tracebox code)
mod_q3bsp_sRGBlightmaps0treat lightmaps from Q3 maps as sRGB when vid_sRGB is active
mod_q3bsp_tracelineofsight_brushes0enables culling of entities behind detail brushes, curves, etc
mod_q3shader_default_offsetmapping1use offsetmapping by default on all surfaces that are using q3 shader files
mod_q3shader_default_offsetmapping_bias0default bias used for offsetmapping
mod_q3shader_default_offsetmapping_scale1default scale used for offsetmapping
mod_q3shader_default_polygonfactor0biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts
mod_q3shader_default_polygonoffset-2biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts
mod_q3shader_force_addalpha0treat GL_ONE GL_ONE (or add) blendfunc as GL_SRC_ALPHA GL_ONE for compatibility with older DarkPlaces releases
mod_q3shader_force_terrain_alphaflag0for multilayered terrain shaders force TEXF_ALPHA flag on both layers
mod_recalculatenodeboxes1enables use of generated node bounding boxes based on BSP tree portal reconstruction, rather than the node boxes supplied by the map compiler
music_playlist_current00current track index to play in list
music_playlist_current10current track index to play in list
music_playlist_current20current track index to play in list
music_playlist_current30current track index to play in list
music_playlist_current40current track index to play in list
music_playlist_current50current track index to play in list
music_playlist_current60current track index to play in list
music_playlist_current70current track index to play in list
music_playlist_current80current track index to play in list
music_playlist_current90current track index to play in list
music_playlist_index-1selects which of the music_playlist_ variables is the active one, -1 disables playlists
music_playlist_list0list of tracks to play
music_playlist_list1list of tracks to play
music_playlist_list2list of tracks to play
music_playlist_list3list of tracks to play
music_playlist_list4list of tracks to play
music_playlist_list5list of tracks to play
music_playlist_list6list of tracks to play
music_playlist_list7list of tracks to play
music_playlist_list8list of tracks to play
music_playlist_list9list of tracks to play
music_playlist_random00enables random play order if 1, 0 is sequential play
music_playlist_random10enables random play order if 1, 0 is sequential play
music_playlist_random20enables random play order if 1, 0 is sequential play
music_playlist_random30enables random play order if 1, 0 is sequential play
music_playlist_random40enables random play order if 1, 0 is sequential play
music_playlist_random50enables random play order if 1, 0 is sequential play
music_playlist_random60enables random play order if 1, 0 is sequential play
music_playlist_random70enables random play order if 1, 0 is sequential play
music_playlist_random80enables random play order if 1, 0 is sequential play
music_playlist_random90enables random play order if 1, 0 is sequential play
music_playlist_sampleposition0-1resume position for track, -1 restarts every time
music_playlist_sampleposition1-1resume position for track, -1 restarts every time
music_playlist_sampleposition2-1resume position for track, -1 restarts every time
music_playlist_sampleposition3-1resume position for track, -1 restarts every time
music_playlist_sampleposition4-1resume position for track, -1 restarts every time
music_playlist_sampleposition5-1resume position for track, -1 restarts every time
music_playlist_sampleposition6-1resume position for track, -1 restarts every time
music_playlist_sampleposition7-1resume position for track, -1 restarts every time
music_playlist_sampleposition8-1resume position for track, -1 restarts every time
music_playlist_sampleposition9-1resume position for track, -1 restarts every time
nehx000nehahra data storage cvar (used in singleplayer)
nehx010nehahra data storage cvar (used in singleplayer)
nehx020nehahra data storage cvar (used in singleplayer)
nehx030nehahra data storage cvar (used in singleplayer)
nehx040nehahra data storage cvar (used in singleplayer)
nehx050nehahra data storage cvar (used in singleplayer)
nehx060nehahra data storage cvar (used in singleplayer)
nehx070nehahra data storage cvar (used in singleplayer)
nehx080nehahra data storage cvar (used in singleplayer)
nehx090nehahra data storage cvar (used in singleplayer)
nehx100nehahra data storage cvar (used in singleplayer)
nehx110nehahra data storage cvar (used in singleplayer)
nehx120nehahra data storage cvar (used in singleplayer)
nehx130nehahra data storage cvar (used in singleplayer)
nehx140nehahra data storage cvar (used in singleplayer)
nehx150nehahra data storage cvar (used in singleplayer)
nehx160nehahra data storage cvar (used in singleplayer)
nehx170nehahra data storage cvar (used in singleplayer)
nehx180nehahra data storage cvar (used in singleplayer)
nehx190nehahra data storage cvar (used in singleplayer)
net_addressnetwork address to open ipv4 ports on (if empty, use default interfaces)
net_address_ipv6network address to open ipv6 ports on (if empty, use default interfaces)
net_burstreserve0.3how much of the burst time to reserve for packet size spikes
net_challengefloodblockingtimeout0.5when a challenge packet is received, it will block all future challenge packets from that IP address for this many seconds (cuts down on challenge floods). DarkPlaces clients retry once per second, so this should be <= 1. Failure here may lead to connect attempts failing.
net_connectfloodblockingtimeout5when a connection packet is received, it will block all future connect packets from that IP address for this many seconds (cuts down on connect floods). Note that this does not include retries from the same IP; these are handled earlier and let in.
net_connecttimeout15after requesting a connection, the client must reply within this many seconds or be dropped (cuts down on connect floods). Must be above 10 seconds.
net_getstatusfloodblockingtimeout1when a getstatus packet is received, it will block all future getstatus packets from that IP address for this many seconds (cuts down on getstatus floods). DarkPlaces retries every 4 seconds, and qstat retries once per second, so this should be <= 1. Failure here may lead to server not showing up in the server list.
net_messagetimeout300drops players who have not sent any packets for this many seconds
net_slist_favoritescontains a list of IP addresses and ports to always query explicitly
net_slist_maxtries3how many times to ask the same server for information (more times gives better ping reports but takes longer)
net_slist_pause0when set to 1, the server list won't update until it is set back to 0
net_slist_queriesperframe4maximum number of server information requests to send each rendered frame (guards against low framerates causing problems)
net_slist_queriespersecond20how many server information requests to send per second
net_slist_timeout4how long to listen for a server information response before giving up
net_test0internal development use only, leave it alone (usually does nothing anyway)
net_tos_dscp32DiffServ Codepoint for network sockets (may need game restart to apply)
net_usesizelimit2use packet size limiting (0: never, 1: in non-CSQC mode, 2: always)
noaim1QW option to disable vertical autoaim
noexit0kills anyone attempting to use an exit
nomonsters0unused cvar in quake, can be used by mods
nosound0disables sound
pausable1allow players to pause or not (otherwise, only the server admin can)
physics_ode0run ODE physics (VERY experimental and potentially buggy)
physics_ode_allowconvex0allow usage of Convex Hull primitive type on trimeshes that have custom 'collisionconvex' mesh. If disabled, trimesh primitive type are used.
physics_ode_autodisable1automatic disabling of objects which dont move for long period of time, makes object stacking a lot faster
physics_ode_autodisable_steps10how many steps object should be dormant to be autodisabled
physics_ode_autodisable_threshold_angular6body will be disabled if it's angular move below this value
physics_ode_autodisable_threshold_linear0.6body will be disabled if it's linear move below this value
physics_ode_autodisable_threshold_samples5average threshold with this number of samples
physics_ode_autodisable_time0how many seconds object should be dormant to be autodisabled
physics_ode_constantstep0use constant step instead of variable step which tends to increase stability, if set to 1 uses sys_ticrate, instead uses it's own value
physics_ode_contact_cfm0contact solver cfm parameter - Constraint Force Mixing (see ODE User Guide)
physics_ode_contact_erp0.96contact solver erp parameter - Error Restitution Percent (see ODE User Guide)
physics_ode_contact_maxpoints16maximal number of contact points between 2 objects, higher = stable (and slower), can be up to 32
physics_ode_contact_mu1contact solver mu parameter - friction pyramid approximation 1 (see ODE User Guide)
physics_ode_contactsurfacelayer1allows objects to overlap this many units to reduce jitter
physics_ode_iterationsperframe1divisor for time step, runs multiple physics steps per frame
physics_ode_movelimit0.5clamp velocity if a single move would exceed this percentage of object thickness, to prevent flying through walls, be aware that behavior depends of step type
physics_ode_printstats0print ODE stats each frame
physics_ode_quadtree_depth5desired subdivision level of quadtree culling space
physics_ode_spinlimit10000reset spin velocity if it gets too large
physics_ode_trick_fixnan1engine trick that checks and fixes NaN velocity/origin/angles on objects, a value of 2 makes console prints on each fix
physics_ode_world_cfm-1world solver cfm parameter - Constraint Force Mixing (see ODE User Guide); not touched when -1
physics_ode_world_damping1enabled damping scale (see ODE User Guide), this scales all damping values, be aware that behavior depends of step type
physics_ode_world_damping_angular0.05world angular damping scale (see ODE User Guide); use defaults when set to -1
physics_ode_world_damping_angular_threshold0.1world angular damping threshold (see ODE User Guide); use defaults when set to -1
physics_ode_world_damping_linear0.01world linear damping scale (see ODE User Guide); use defaults when set to -1
physics_ode_world_damping_linear_threshold0.1world linear damping threshold (see ODE User Guide); use defaults when set to -1
physics_ode_world_erp-1world solver erp parameter - Error Restitution Percent (see ODE User Guide); use defaults when set to -1
physics_ode_world_gravitymod1multiplies gravity got from sv_gravity, this may be needed to tweak if strong damping is used
physics_ode_worldstep_iterations20parameter to dWorldQuickStep
port26000server port for players to connect to
pr_checkextension1indicates to QuakeC that the standard quakec extensions system is available (if 0, quakec should not attempt to use extensions)
prvm_backtraceforwarnings0print a backtrace for warnings too
prvm_breakpointdump0write a savegame on breakpoint to breakpoint-server.dmp
prvm_coverage0report and count coverage events (1: per-function, 2: coverage() builtin, 4: per-statement)
prvm_errordump0write a savegame on crash to crash-server.dmp
prvm_languagewhen set, loads PROGSFILE.LANGUAGENAME.po and common.LANGUAGENAME.po for string translations; when set to dump, PROGSFILE.pot is written from the strings in the progs
prvm_leaktest0try to detect memory leaks in strings or entities
prvm_leaktest_ignore_classnamesclassnames of entities to NOT leak check because they are found by find(world, classname, ...) but are actually spawned by QC code (NOT map entities)
prvm_reuseedicts_neverinsameframe1never allows re-use of freed entity slots during same frame
prvm_reuseedicts_startuptime2allows immediate re-use of freed entity slots during start of new level (value in seconds)
prvm_statementprofiling0counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled)
prvm_timeprofiling0counts how long each function has been executed, these counts are displayed in prvm_profile output (if enabled)
prvm_traceqc0prints every QuakeC statement as it is executed (only for really thorough debugging!)
qport56937identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)
r_ambient0brightens map, value is 0-128
r_batch_debugdynamicvertexpath0force the dynamic batching code path for debugging purposes
r_batch_dynamicbuffer0use vertex/index buffers for drawing dynamic and copytriangles batches
r_batch_multidraw1issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)
r_batch_multidraw_mintriangles0minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)
r_bloom0enables bloom effect (makes bright pixels affect neighboring pixels)
r_bloom_blur4how large the glow is
r_bloom_brighten2how bright the glow is, after subtract/power
r_bloom_colorexponent1how exaggerated the glow is
r_bloom_colorscale1how bright the glow is
r_bloom_colorsubtract0.125reduces bloom colors by a certain amount
r_bloom_resolution320what resolution to perform the bloom effect at (independent of screen resolution)
r_bloom_scenebrightness1global rendering brightness when bloom is enabled
r_buffermegs_index161index buffer size for one frame (16bit indices)
r_buffermegs_index321index buffer size for one frame (32bit indices)
r_buffermegs_uniform0.25uniform buffer size for one frame
r_buffermegs_vertex4vertex buffer size for one frame
r_celoutlines0cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)
r_celshading0cartoon-style light shading (OpenGL 2.x only)
r_colormap_palettegfx/colormap_palette.lmpname of a palette lmp file to override the shirt/pants colors of player models. It consists of 16 shirt colors, 16 scoreboard shirt colors, 16 pants colors and 16 scoreboard pants colors
r_coronas1brightness of corona flare effects around certain lights, 0 disables corona effects
r_coronas_occlusionquery0use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!
r_coronas_occlusionsizescale0.1size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity
r_cullentities_trace1probabistically cull invisible entities
r_cullentities_trace_delay1number of seconds until the entity gets actually culled
r_cullentities_trace_enlarge0box enlargement for entity culling
r_cullentities_trace_samples2number of samples to test for entity culling (in addition to center sample)
r_cullentities_trace_tempentitysamples-1number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)
r_damageblur0screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!
r_deformvertexes1allows use of deformvertexes in shader files (can be turned off to check performance impact)
r_depthfirst0renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth
r_draw2d1draw 2D stuff (dangerous to turn off)
r_drawdecals1enables drawing of decals
r_drawdecals_drawdistance500decals further than drawdistance*size will not be drawn
r_draweffects1renders temporary sprite effects
r_drawentities1draw entities (doors, players, projectiles, etc)
r_drawexplosions1enables rendering of explosion shells (see also cl_particles_explosions_shell)
r_drawexteriormodel1draw your player model (e.g. in chase cam, reflections)
r_drawfog1allows one to disable fog rendering
r_drawparticles1enables drawing of particles
r_drawparticles_drawdistance2000particles further than drawdistance*size will not be drawn
r_drawparticles_nearclip_max4particles closer than drawnearclip_min will be faded
r_drawparticles_nearclip_min4particles closer than drawnearclip_min will not be drawn
r_drawportals0shows portals (separating polygons) in world interior in quake1 maps
r_drawviewmodel1draw your weapon model
r_drawworld1draw world (most static stuff)
r_dynamic1enables dynamic lights (rocket glow and such)
r_editlights0enables .rtlights file editing mode
r_editlights_current_ambient0ambient intensity of selected light
r_editlights_current_angles0 0 0angles of selected light
r_editlights_current_color1 1 1color of selected light
r_editlights_current_corona0corona intensity of selected light
r_editlights_current_coronasize0corona size of selected light
r_editlights_current_cubemap0cubemap of selected light
r_editlights_current_diffuse1diffuse intensity of selected light
r_editlights_current_normalmode0normalmode flag of selected light
r_editlights_current_origin0 0 0origin of selected light
r_editlights_current_radius0radius of selected light
r_editlights_current_realtimemode0realtimemode flag of selected light
r_editlights_current_shadows0shadows flag of selected light
r_editlights_current_specular1specular intensity of selected light
r_editlights_current_style0style of selected light
r_editlights_cursordistance1024maximum distance of cursor from eye
r_editlights_cursorgrid4snaps cursor to this grid size
r_editlights_cursorpushback0how far to pull the cursor back toward the eye
r_editlights_cursorpushoff4how far to push the cursor off the impacted surface
r_editlights_drawproperties1draw properties of currently selected light
r_editlights_quakelightsizescale1changes size of light entities loaded from a map
r_enableshadowvolumes1Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off
r_equalize_entities_by0.7light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)
r_equalize_entities_fullbright0render fullbright entities by equalizing their lightness, not by not rendering light
r_equalize_entities_minambient0.5light equalizing: ensure at least this ambient/diffuse ratio
r_equalize_entities_to0.8light equalizing: target light level
r_explosionclip1enables collision detection for explosion shell (so that it flattens against walls and floors)
r_fakelight0render 'fake' lighting instead of real lightmaps
r_fakelight_intensity0.75fakelight intensity modifier
r_farclip_base65536farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0
r_farclip_world2adds map size to farclip multiplied by this value
r_fixtrans_auto0automatically fixtrans textures (when set to 2, it also saves the fixed versions to a fixtrans directory)
r_fog_clear1clears renderbuffer with fog color before render starts
r_fog_exp20uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog
r_font_antialias10 = monochrome, 1 = grey
r_font_compress0use texture compression on font textures to save video memory
r_font_disable_freetype0disable freetype support for fonts entirely
r_font_diskcache0save font textures to disk for future loading rather than generating them every time
r_font_hinting30 = no hinting, 1 = light autohinting, 2 = full autohinting, 3 = full hinting
r_font_kerning1Use kerning if available
r_font_nonpoweroftwo1use nonpoweroftwo textures for font (saves memory, potentially slower)
r_font_postprocess_blur0font blur amount
r_font_postprocess_outline0font outline amount
r_font_postprocess_shadow_x0font shadow X shift amount, applied during outlining
r_font_postprocess_shadow_y0font shadow Y shift amount, applied during outlining
r_font_postprocess_shadow_z0font shadow Z shift amount, applied during blurring
r_font_size_snapping1stick to good looking font sizes whenever possible - bad when the mod doesn't support it!
r_font_use_alpha_textures0use alpha-textures for font rendering, this should safe memory
r_framedatasize0.5size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)
r_fullbright0makes map very bright and renders faster
r_fullbrights1enables glowing pixels in quake textures (changes need r_restart to take effect)
r_fxaa1fast approximate anti aliasing
r_glsl1indicates whether the OpenGL 2.0 rendering path is active
r_glsl_deluxemapping1use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)
r_glsl_offsetmapping0offset mapping effect (also known as parallax mapping or virtual displacement mapping)
r_glsl_offsetmapping_lod0apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps
r_glsl_offsetmapping_lod_distance32first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc.
r_glsl_offsetmapping_reliefmapping0relief mapping effect (higher quality)
r_glsl_offsetmapping_reliefmapping_refinesteps5relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)
r_glsl_offsetmapping_reliefmapping_steps10relief mapping steps (note: too high values may be not supported by your GPU)
r_glsl_offsetmapping_scale0.04how deep the offset mapping effect is
r_glsl_offsetmapping_steps2offset mapping steps (note: too high values may be not supported by your GPU)
r_glsl_postprocess0use a GLSL postprocessing shader
r_glsl_postprocess_uservec10 0 0 0a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)
r_glsl_postprocess_uservec1_enable1enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)
r_glsl_postprocess_uservec20 0 0 0a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)
r_glsl_postprocess_uservec2_enable1enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)
r_glsl_postprocess_uservec30 0 0 0a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)
r_glsl_postprocess_uservec3_enable1enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)
r_glsl_postprocess_uservec40 0 0 0a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)
r_glsl_postprocess_uservec4_enable1enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)
r_glsl_saturation1saturation multiplier (only working in glsl!)
r_glsl_saturation_redcompensate0a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required
r_glsl_skeletal1render skeletal models faster using a gpu-skinning technique
r_glsl_vertextextureblend_usebothalphas0use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on.
r_hdr_glowintensity1how bright light emitting textures should appear
r_hdr_irisadaptation0adjust scene brightness according to light intensity at player location
r_hdr_irisadaptation_fade_down0.5fade rate at which value adjusts to brightness
r_hdr_irisadaptation_fade_up0.1fade rate at which value adjusts to darkness
r_hdr_irisadaptation_maxvalue4maximum value that can result from multiplier / brightness
r_hdr_irisadaptation_minvalue0.5minimum value that can result from multiplier / brightness
r_hdr_irisadaptation_multiplier2brightness at which value will be 1.0
r_hdr_irisadaptation_radius15lighting within this many units of the eye is averaged
r_hdr_irisadaptation_value1current value as scenebrightness multiplier, changes continuously when irisadaptation is active
r_hdr_scenebrightness1global rendering brightness
r_labelsprites_roundtopixels1try to make label sprites sharper by rounding their size to 0.5x or 1x and by rounding their position to whole pixels if possible
r_labelsprites_scale1global scale to apply to label sprites before conversion to HUD coordinates
r_lerpimages1bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0)
r_lerplightstyles0enable animation smoothing on flickering lights
r_lerpmodels1enables animation smoothing on models
r_lerpsprites1enables animation smoothing on sprites
r_letterbox0reduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes)
r_lightningbeam_color_blue1color of the lightning beam effect
r_lightningbeam_color_green1color of the lightning beam effect
r_lightningbeam_color_red1color of the lightning beam effect
r_lightningbeam_qmbtexture0load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better
r_lightningbeam_repeatdistance128how far to stretch the texture along the lightning beam effect
r_lightningbeam_scroll5speed of texture scrolling on the lightning beam effect
r_lightningbeam_thickness4thickness of the lightning beam effect
r_lockpvs0disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)
r_lockvisibility0disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)
r_mipnormalmaps1mipmaps normalmaps (turning it off looks sharper but may have aliasing)
r_mipskins0mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors
r_mipsprites1mipmaps sprites so they render faster in the distance and do not display noise artifacts
r_motionblur0screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!
r_motionblur_averaging0.1sliding average reaction time for velocity (higher = slower adaption to change)
r_motionblur_maxblur0.9maxmimum amount of blur
r_motionblur_minblur0.5factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)
r_motionblur_mousefactor2factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get
r_motionblur_mousefactor_maxspeed50upper value of mouse acceleration when it reaches the peak factor into blur equation
r_motionblur_mousefactor_minspeed0lower value of mouse acceleration when it starts to factor into blur equation
r_motionblur_randomize0.1randomizing coefficient to workaround ghosting
r_motionblur_velocityfactor1factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get
r_motionblur_velocityfactor_maxspeed800upper value of velocity when it reaches the peak factor into blur equation
r_motionblur_velocityfactor_minspeed400lower value of velocity when it starts to factor into blur equation
r_nearclip1distance from camera of nearclip plane
r_nearest_2d0use nearest filtering on all 2d textures (including conchars)
r_nearest_conchars0use nearest filtering on conchars texture
r_nosurftextures0pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)
r_novis0draws whole level, see also sv_cullentities_pvs 0
r_overheadsprites_perspective5fake perspective effect for SPR_OVERHEAD sprites
r_overheadsprites_pushback15how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)
r_overheadsprites_scalex1additional scale for overhead sprites for x axis
r_overheadsprites_scaley1additional scale for overhead sprites for y axis
r_picmipsprites1make gl_picmip affect sprites too (saves some graphics memory in sprite heavy games) (setting this to 0 is a shorthand for gl_picmip_sprites -9999999)
r_picmipworld1whether gl_picmip shall apply to world textures too (setting this to 0 is a shorthand for gl_picmip_world -9999999)
r_polygonoffset_decals_factor0biases depth values of decals to prevent z-fighting artifacts
r_polygonoffset_decals_offset-14biases depth values of decals to prevent z-fighting artifacts
r_polygonoffset_submodel_factor0biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps
r_polygonoffset_submodel_offset14biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps
r_q1bsp_skymasking1allows sky polygons in quake1 maps to obscure other geometry
r_q3bsp_renderskydepth0draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things
r_render1enables rendering 3D views (you want this on!)
r_renderview1enables rendering 3D views (you want this on!)
r_shadow_bouncegrid0perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)
r_shadow_bouncegrid_bounceanglediffuse0use random bounce direction rather than true reflection, makes some corner areas dark
r_shadow_bouncegrid_directionalshading0use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data
r_shadow_bouncegrid_dlightparticlemultiplier0if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons
r_shadow_bouncegrid_hitmodels0enables hitting character model geometry (SLOW)
r_shadow_bouncegrid_includedirectlighting0allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)
r_shadow_bouncegrid_intensity4overall brightness of bouncegrid texture
r_shadow_bouncegrid_lightradiusscale8particles stop at this fraction of light radius (can be more than 1)
r_shadow_bouncegrid_maxbounce4maximum number of bounces for a particle (minimum is 0)
r_shadow_bouncegrid_particlebounceintensity1amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce
r_shadow_bouncegrid_particleintensity1brightness of particles contributing to bouncegrid texture
r_shadow_bouncegrid_photons500total photons to shoot per update, divided proportionately between lights
r_shadow_bouncegrid_spacing128unit size of bouncegrid pixel
r_shadow_bouncegrid_stablerandom1make particle distribution consistent from frame to frame
r_shadow_bouncegrid_static0use static radiosity solution (high quality) rather than dynamic (splotchy)
r_shadow_bouncegrid_static_directionalshading1whether to use directionalshading when in static mode
r_shadow_bouncegrid_static_lightradiusscale10particles stop at this fraction of light radius (can be more than 1) when in static mode
r_shadow_bouncegrid_static_maxbounce5maximum number of bounces for a particle (minimum is 0) in static mode
r_shadow_bouncegrid_static_photons25000photons value to use when in static mode
r_shadow_bouncegrid_updateinterval0update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000
r_shadow_bouncegrid_x128maximum texture size of bouncegrid on X axis
r_shadow_bouncegrid_y128maximum texture size of bouncegrid on Y axis
r_shadow_bouncegrid_z128maximum texture size of bouncegrid on Z axis
r_shadow_bumpscale_basetexture0generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect
r_shadow_bumpscale_bumpmap4what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect
r_shadow_debuglight-1renders only one light, for level design purposes or debugging
r_shadow_deferred0uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping
r_shadow_frontsidecasting1whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)
r_shadow_gloss10 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)
r_shadow_gloss2exponent32same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces
r_shadow_gloss2intensity0.125how bright the forced flat gloss should look if r_shadow_gloss is 2
r_shadow_glossexact0use exact reflection math for gloss (slightly slower, but should look a tad better)
r_shadow_glossexponent32how 'sharp' the gloss should appear (specular power)
r_shadow_glossintensity1how bright textured glossmaps should look if r_shadow_gloss is 1 or 2
r_shadow_lightattenuationdividebias1changes attenuation texture generation
r_shadow_lightattenuationlinearscale2changes attenuation texture generation
r_shadow_lightintensityscale1renders all world lights brighter or darker
r_shadow_lightradiusscale1renders all world lights larger or smaller
r_shadow_polygonfactor0how much to enlarge shadow volume polygons when rendering (should be 0!)
r_shadow_polygonoffset1how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)
r_shadow_projectdistance0how far to cast shadows
r_shadow_realtime_dlight1enables rendering of dynamic lights such as explosions and rocket light
r_shadow_realtime_dlight_portalculling0enables portal optimization on dynamic lights (slow!)
r_shadow_realtime_dlight_shadows1enables rendering of shadows from dynamic lights
r_shadow_realtime_dlight_svbspculling0enables svbsp optimization on dynamic lights (very slow!)
r_shadow_realtime_world1enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)
r_shadow_realtime_world_compile1enables compilation of world lights for higher performance rendering
r_shadow_realtime_world_compileportalculling1enables portal-based culling optimization during compilation (overrides compilesvbsp)
r_shadow_realtime_world_compileshadow1enables compilation of shadows from world lights for higher performance rendering
r_shadow_realtime_world_compilesvbsp1enables svbsp optimization during compilation (slower than compileportalculling but more exact)
r_shadow_realtime_world_lightmaps1brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance
r_shadow_realtime_world_shadows1enables rendering of shadows from world lights
r_shadow_scissor1use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)
r_shadow_shadowmapping1enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1
r_shadow_shadowmapping_bias0.01shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)
r_shadow_shadowmapping_bordersize4shadowmap size bias for filtering
r_shadow_shadowmapping_depthbits24requested minimum shadowmap texture depth bits
r_shadow_shadowmapping_filterquality4shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)
r_shadow_shadowmapping_maxsize1024shadowmap size limit
r_shadow_shadowmapping_minsize128shadowmap size limit
r_shadow_shadowmapping_nearclip1shadowmap nearclip in world units
r_shadow_shadowmapping_polygonfactor2slope-dependent shadowmapping bias
r_shadow_shadowmapping_polygonoffset0constant shadowmapping bias
r_shadow_shadowmapping_precision1makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels
r_shadow_shadowmapping_useshadowsampler1whether to use sampler2DShadow if available
r_shadow_shadowmapping_vsdct1enables use of virtual shadow depth cube texture
r_shadow_sortsurfaces1improve performance by sorting illuminated surfaces by texture
r_shadow_texture3d1use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)
r_shadow_usebihculling1use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)
r_shadow_usenormalmap1enables use of directional shading on lights
r_shadows0casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting.
r_shadows_castfrombmodels0do cast shadows from bmodels
r_shadows_darken0.5how much shadowed areas will be darkened
r_shadows_drawafterrtlighting0draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows.
r_shadows_focus0 0 0offset the shadowed area focus
r_shadows_shadowmapbias-1sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON.
r_shadows_shadowmapscale1increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON.
r_shadows_throwdirection0 0 -1override throwing direction for r_shadows 2
r_shadows_throwdistance500how far to cast shadows from models
r_showbboxes0shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)
r_showcollisionbrushes0draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)
r_showcollisionbrushes_polygonfactor-1expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls
r_showcollisionbrushes_polygonoffset0nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls
r_showdisabledepthtest0disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing
r_showlighting0shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful
r_shownormals0shows per-vertex surface normals and tangent vectors for bumpmapped lighting
r_showoverdraw0shows overlapping geometry
r_showshadowvolumes0shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful
r_showsurfaces01 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)
r_showtris0shows triangle outlines, value controls brightness (can be above 1)
r_skeletal_debugbone-1development cvar for testing skeletal model code
r_skeletal_debugbonecomponent3development cvar for testing skeletal model code
r_skeletal_debugbonevalue100development cvar for testing skeletal model code
r_skeletal_debugtranslatex1development cvar for testing skeletal model code
r_skeletal_debugtranslatey1development cvar for testing skeletal model code
r_skeletal_debugtranslatez1development cvar for testing skeletal model code
r_skeletal_use_sse1use SSE for skeletal model animation
r_sky1enables sky rendering (black otherwise)
r_skyscroll11speed at which upper clouds layer scrolls in quake sky
r_skyscroll22speed at which lower clouds layer scrolls in quake sky
r_smoothnormals_areaweighting1uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents
r_sortentities0sort entities before drawing (might be faster)
r_speeds0displays rendering statistics and per-subsystem timings
r_speeds_graph0display a graph of renderer statistics
r_speeds_graph_filter_bbatch_trianglesBlue - display the specified renderer statistic
r_speeds_graph_filter_ccopytriangles_trianglesCyan - display the specified renderer statistic
r_speeds_graph_filter_gbatch_batchesGreen - display the specified renderer statistic
r_speeds_graph_filter_mdynamic_trianglesMagenta - display the specified renderer statistic
r_speeds_graph_filter_oanimcache_shape_verticesOrange - display the specified renderer statistic
r_speeds_graph_filter_rtimedeltaRed - display the specified renderer statistic
r_speeds_graph_filter_wanimcache_shade_verticesWhite - display the specified renderer statistic
r_speeds_graph_filter_yfast_trianglesYellow - display the specified renderer statistic
r_speeds_graph_height128size of graph
r_speeds_graph_length1024number of frames in statistics graph, can be from 4 to 8192
r_speeds_graph_maxdefault100if the minimum and maximum observed values are closer than this, use this value as the graph range (keeps small numbers from being big graphs)
r_speeds_graph_maxtimedelta16667maximum timedelta to display in the graph (this value will be the top line)
r_speeds_graph_seconds2number of seconds in graph, can be from 0.1 to 120
r_speeds_graph_width256size of graph
r_speeds_graph_x0position of graph
r_speeds_graph_y0position of graph
r_stereo_angle0separation angle of eyes (makes the views look different directions, as an example, 90 gives a 90 degree separation where the views are 45 degrees left and 45 degrees right)
r_stereo_horizontal0aspect skewed side by side view for special decoder/display hardware
r_stereo_redblue0red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)
r_stereo_redcyan0red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D
r_stereo_redgreen0red/green anaglyph stereo glasses (for those who don't mind yellow)
r_stereo_separation4separation distance of eyes in the world (negative values are only useful for cross-eyed viewing)
r_stereo_sidebyside0side by side views for those who can't afford glasses but can afford eye strain (note: use a negative r_stereo_separation if you want cross-eyed viewing)
r_stereo_vertical0aspect skewed top and bottom view for special decoder/display hardware
r_subdivisions_collision_maxtess1024maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)
r_subdivisions_collision_maxvertices4225maximum vertices allowed per subdivided curve
r_subdivisions_collision_mintess0minimum number of subdivisions (values above 0 will smooth curves that don't need it)
r_subdivisions_collision_tolerance15maximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering)
r_subdivisions_maxtess1024maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)
r_subdivisions_maxvertices65536maximum vertices allowed per subdivided curve
r_subdivisions_mintess0minimum number of subdivisions (values above 0 will smooth curves that don't need it)
r_subdivisions_tolerance4maximum error tolerance on curve subdivision for rendering purposes (in other words, the curves will be given as many polygons as necessary to represent curves at this quality)
r_test0internal development use only, leave it alone (usually does nothing anyway)
r_textbrightness0additional brightness for text color codes (0 keeps colors as is, 1 makes them all white)
r_textcontrast1additional contrast for text color codes (1 keeps colors as is, 0 makes them all black)
r_textshadow2draws a shadow on all text to improve readability (note: value controls offset, 1 = 1 pixel, 1.5 = 1.5 pixels, etc)
r_texture_dds_load0load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)
r_texture_dds_load_alphamode10: trust DDPF_ALPHAPIXELS flag, 1: texture format and brute force search if ambiguous, 2: texture format only
r_texture_dds_load_logfailure0log missing DDS textures to ddstexturefailures.log, 0: done log, 1: log with no optional textures (_norm, glow etc.). 2: log all
r_texture_dds_save0save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time
r_texture_dds_swdecode00: don't software decode DDS, 1: software decode DDS if unsupported, 2: always software decode DDS
r_texture_jpeg_fastpicmip1perform gl_picmip during decompression for JPEG files (faster)
r_textureunits32number of texture units to use in GL 1.1 and GL 1.3 rendering paths
r_track_sprites1track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to
r_track_sprites_flags11: Rotate sprites accordingly, 2: Make it a continuous rotation
r_track_sprites_scaleh1height scaling of tracked sprites
r_track_sprites_scalew1width scaling of tracked sprites
r_transparent1allows use of transparent surfaces (can be turned off to check performance impact)
r_transparent_alphatocoverage1enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher
r_transparent_sortarraysize4096number of distance-sorting layers
r_transparent_sortmaxdist32768upper distance limit for transparent sorting
r_transparent_sortmindist0lower distance limit for transparent sorting
r_transparent_sortsurfacesbynearest1sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts
r_transparent_useplanardistance0sort transparent meshes by distance from view plane rather than spherical distance to the chosen point
r_transparentdepthmasking0enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh
r_trippy0easter egg
r_usedepthtextures1use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware
r_useinfinitefarclip1enables use of a special kind of projection matrix that has an extremely large farclip
r_useportalculling2improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)
r_usesurfaceculling1skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces)
r_viewfbo0enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode
r_viewscale1scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering
r_viewscale_fpsscaling0change resolution based on framerate
r_viewscale_fpsscaling_min0.0625worst acceptable quality
r_viewscale_fpsscaling_multiply5adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor
r_viewscale_fpsscaling_stepmax1.00largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)
r_viewscale_fpsscaling_stepsize0.01smallest adjustment to hit the target framerate (this value prevents minute oscillations)
r_viewscale_fpsscaling_target70desired framerate
r_water1whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)
r_water_clippingplanebias1a rather technical setting which avoids black pixels around water edges
r_water_fbo1enables use of render to texture for water effects, otherwise copy to texture is used (slower)
r_water_hideplayer1if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views
r_water_lowquality0special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights
r_water_reflectdistort0.01how much water reflections shimmer
r_water_refractdistort0.01how much water refractions shimmer
r_water_resolutionmultiplier0.35multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster
r_water_scissormode3scissor (1) or cull (2) or both (3) water renders
r_wateralpha1opacity of water polygons
r_waterscroll1makes water scroll around, value controls how much
r_waterwarp1warp view while underwater
rcon_addressserver address to send rcon commands to (when not connected to a server)
rcon_passwordpassword to authenticate rcon commands; NOTE: changing rcon_secure clears rcon_password, so set rcon_secure always before rcon_password; may be set to a string of the form user1:pass1 user2:pass2 user3:pass3 to allow multiple user accounts - the client then has to specify ONE of these combinations
rcon_restricted_commandsallowed commands for rcon when the restricted mode password was used
rcon_restricted_passwordpassword to authenticate rcon commands in restricted mode; may be set to a string of the form user1:pass1 user2:pass2 user3:pass3 to allow multiple user accounts - the client then has to specify ONE of these combinations
rcon_secure0force secure rcon authentication (1 = time based, 2 = challenge based); NOTE: changing rcon_secure clears rcon_password, so set rcon_secure always before rcon_password
rcon_secure_challengetimeout5challenge-based secure rcon: time out requests if no challenge came within this time interval
rcon_secure_maxdiff5maximum time difference between rcon request and server system clock (to protect against replay attack)
registered0indicates if this is running registered quake (whether gfx/pop.lmp was found)
samelevel0repeats same level if level ends (due to timelimit or someone hitting an exit)
saved10unused cvar in quake that is saved to config.cfg on exit, can be used by mods
saved20unused cvar in quake that is saved to config.cfg on exit, can be used by mods
saved30unused cvar in quake that is saved to config.cfg on exit, can be used by mods
saved40unused cvar in quake that is saved to config.cfg on exit, can be used by mods
savedgamecfg0unused cvar in quake that is saved to config.cfg on exit, can be used by mods
sbar_alpha_bg0.4opacity value of the statusbar background image
sbar_alpha_fg1opacity value of the statusbar weapon/item icons and numbers
sbar_flagstatus_pos115pixel position of the Nexuiz flag status icons, from the bottom
sbar_flagstatus_right0moves Nexuiz flag status icons to the right
sbar_gametime1shows an overlay for the time left in the current match/level (or current game time if there is no timelimit set)
sbar_hudselector0selects which of the builtin hud layouts to use (meaning is somewhat dependent on gamemode, so nexuiz has a very different set of hud layouts than quake for example)
sbar_info_pos0pixel position of the info strings (such as showfps), from the bottom
sbar_miniscoreboard_size-1sets the size of the mini deathmatch overlay in items, or disables it when set to 0, or sets it to a sane default when set to -1
sbar_scorerank1shows an overlay for your score (or team score) and rank in the scoreboard
scr_centertime2how long centerprint messages show
scr_conalpha1opacity of console background gfx/conback
scr_conalpha2factor0opacity of console background gfx/conback2 relative to scr_conalpha; when 0, gfx/conback2 is not drawn
scr_conalpha3factor0opacity of console background gfx/conback3 relative to scr_conalpha; when 0, gfx/conback3 is not drawn
scr_conalphafactor1opacity of console background gfx/conback relative to scr_conalpha; when 0, gfx/conback is not drawn
scr_conbrightness1brightness of console background (0 = black, 1 = image)
scr_conforcewhiledisconnected1forces fullscreen console while disconnected
scr_conscroll2_x0scroll speed of gfx/conback2 in x direction
scr_conscroll2_y0scroll speed of gfx/conback2 in y direction
scr_conscroll3_x0scroll speed of gfx/conback3 in x direction
scr_conscroll3_y0scroll speed of gfx/conback3 in y direction
scr_conscroll_x0scroll speed of gfx/conback in x direction
scr_conscroll_y0scroll speed of gfx/conback in y direction
scr_infobar_height8the height of the infobar items
scr_loadingscreen_background0show the last visible background during loading screen (costs one screenful of video memory)
scr_loadingscreen_barcolor0 0 1rgb color of loadingscreen progress bar
scr_loadingscreen_barheight8the height of the loadingscreen progress bar
scr_loadingscreen_count1number of loading screen files to use randomly (named loading.tga, loading2.tga, loading3.tga, ...)
scr_loadingscreen_firstforstartup0remove loading.tga from random scr_loadingscreen_count selection and only display it on client startup, 0 = normal, 1 = firstforstartup
scr_loadingscreen_maxfps10restrict maximal FPS for loading screen so it will not update very often (this will make lesser loading times on a maps loading large number of models)
scr_loadingscreen_picturegfx/loadingpicture shown during loading
scr_loadingscreen_scale1scale factor of the background
scr_loadingscreen_scale_base00 = console pixels, 1 = video pixels
scr_loadingscreen_scale_limit00 = no limit, 1 = until first edge hits screen edge, 2 = until last edge hits screen edge, 3 = until width hits screen width, 4 = until height hits screen height
scr_menuforcewhiledisconnected0forces menu while disconnected
scr_printspeed0speed of intermission printing (episode end texts), a value of 0 disables the slow printing
scr_refresh1allows you to completely shut off rendering for benchmarking purposes
scr_screenshot_alpha0try to write an alpha channel to screenshots (debugging feature)
scr_screenshot_gammaboost1gamma correction on saved screenshots and videos, 1.0 saves unmodified images
scr_screenshot_hwgamma1apply the video gamma ramp to saved screenshots and videos
scr_screenshot_jpeg1save jpeg instead of targa
scr_screenshot_jpeg_quality0.9image quality of saved jpeg
scr_screenshot_namedpprefix name for saved screenshots (changes based on -game commandline, as well as which game mode is running; the date is encoded using strftime escapes)
scr_screenshot_name_in_mapdir0if set to 1, screenshots are placed in a subdirectory named like the map they are from
scr_screenshot_png0save png instead of targa
scr_screenshot_timestamp1use a timestamp based number of the type YYYYMMDDHHMMSSsss instead of sequential numbering
scr_stipple0interlacing-like stippling of the display
scratch10unused cvar in quake, can be used by mods
scratch20unused cvar in quake, can be used by mods
scratch30unused cvar in quake, can be used by mods
scratch40unused cvar in quake, can be used by mods
sensitivity3mouse speed multiplier
sessionidID of the current session (use the -sessionid parameter to set it); this is always either empty or begins with a dot (.)
showblur0shows the current alpha level of motionblur
showbrand0shows gfx/brand.tga in a corner of the screen (different values select different positions, including centered)
showdate0shows current date (useful on screenshots)
showdate_format%Y-%m-%dformat string for date
showfps0shows your rendered fps (frames per second)
shownetgraph0shows a graph of packet sizes and other information, 0 = off, 1 = show client netgraph, 2 = show client and server netgraphs (when hosting a server)
showpause1show pause icon when game is paused
showram1show ram icon if low on surface cache memory (not used)
showsound0shows number of active sound sources, sound latency, and other statistics
showspeed0shows your current speed (qu per second); number selects unit: 1 = qu/s, 2 = m/s, 3 = km/h, 4 = mph, 5 = knots
showtex0shows the name of the texture on the crosshair (for map debugging)
showtime0shows current time of day (useful on screenshots)
showtime_format%H:%M:%Sformat string for time of day
showtopspeed0shows 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
showturtle0show turtle icon when framerate is too low
skill1difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)
skinQW player skin name (example: base)
slowmo1.0controls game speed, 0.5 is half speed, 2 is double speed
snd_attenuation_decibel0Decibel sound attenuation per sound radius distance
snd_attenuation_exponent1Exponent of (1-radius) in sound attenuation formula
snd_channel0volume1volume multiplier of the auto-allocate entity channel
snd_channel1volume1volume multiplier of the 1st entity channel
snd_channel2volume1volume multiplier of the 2nd entity channel
snd_channel3volume1volume multiplier of the 3rd entity channel
snd_channel4volume1volume multiplier of the 4th entity channel
snd_channel5volume1volume multiplier of the 5th entity channel
snd_channel6volume1volume multiplier of the 6th entity channel
snd_channel7volume1volume multiplier of the 7th entity channel
snd_channellayout0channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)
snd_channels2number of channels for the sound output (2 for stereo; up to 8 supported for 3D sound)
snd_csqcchannel0volume1volume multiplier of the auto-allocate entity channel CSQC entities (DEPRECATED)
snd_csqcchannel1volume1volume multiplier of the 1st entity channel of CSQC entities (DEPRECATED)
snd_csqcchannel2volume1volume multiplier of the 2nd entity channel of CSQC entities (DEPRECATED)
snd_csqcchannel3volume1volume multiplier of the 3rd entity channel of CSQC entities (DEPRECATED)
snd_csqcchannel4volume1volume multiplier of the 4th entity channel of CSQC entities (DEPRECATED)
snd_csqcchannel5volume1volume multiplier of the 5th entity channel of CSQC entities (DEPRECATED)
snd_csqcchannel6volume1volume multiplier of the 6th entity channel of CSQC entities (DEPRECATED)
snd_csqcchannel7volume1volume multiplier of the 7th entity channel of CSQC entities (DEPRECATED)
snd_entchannel0volume1volume multiplier of the auto-allocate entity channel of regular entities (DEPRECATED)
snd_entchannel1volume1volume multiplier of the 1st entity channel of regular entities (DEPRECATED)
snd_entchannel2volume1volume multiplier of the 2nd entity channel of regular entities (DEPRECATED)
snd_entchannel3volume1volume multiplier of the 3rd entity channel of regular entities (DEPRECATED)
snd_entchannel4volume1volume multiplier of the 4th entity channel of regular entities (DEPRECATED)
snd_entchannel5volume1volume multiplier of the 5th entity channel of regular entities (DEPRECATED)
snd_entchannel6volume1volume multiplier of the 6th entity channel of regular entities (DEPRECATED)
snd_entchannel7volume1volume multiplier of the 7th entity channel of regular entities (DEPRECATED)
snd_identicalsoundrandomization_tics0if nonzero, how many tics to limit sound randomization as defined by snd_identicalsoundrandomization_time
snd_identicalsoundrandomization_time0.1how much seconds to randomly skip (positive) or delay (negative) sounds when multiple identical sounds are started on the same frame
snd_initialized1indicates the sound subsystem is active
snd_maxchannelvolume10maximum volume of a single sound
snd_mutewhenidle1whether to disable sound output when game window is inactive
snd_noextraupdate0disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates
snd_playerchannel0volume1volume multiplier of the auto-allocate entity channel of player entities (DEPRECATED)
snd_playerchannel1volume1volume multiplier of the 1st entity channel of player entities (DEPRECATED)
snd_playerchannel2volume1volume multiplier of the 2nd entity channel of player entities (DEPRECATED)
snd_playerchannel3volume1volume multiplier of the 3rd entity channel of player entities (DEPRECATED)
snd_playerchannel4volume1volume multiplier of the 4th entity channel of player entities (DEPRECATED)
snd_playerchannel5volume1volume multiplier of the 5th entity channel of player entities (DEPRECATED)
snd_playerchannel6volume1volume multiplier of the 6th entity channel of player entities (DEPRECATED)
snd_playerchannel7volume1volume multiplier of the 7th entity channel of player entities (DEPRECATED)
snd_precache1loads sounds before they are used
snd_show0shows some statistics about sound mixing
snd_softclip0Use soft-clipping. Soft-clipping can make the sound more smooth if very high volume levels are used. Enable this option if the dynamic range of the loudspeakers is very low. WARNING: This feature creates distortion and should be considered a last resort.
snd_soundradius1200radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)
snd_spatialization_control0enable spatialization control (headphone friendly mode)
snd_spatialization_max0.95maximum spatialization of sounds
snd_spatialization_max_radius100use maximum spatialization below this radius
snd_spatialization_min0.70minimum spatializazion of sounds
snd_spatialization_min_radius10000use minimum spatialization above to this radius
snd_spatialization_occlusion1enable occlusion testing on spatialized sounds, which simply quiets sounds that are blocked by the world; 1 enables PVS method, 2 enables LineOfSight method, 3 enables both
snd_spatialization_power0exponent of the spatialization falloff curve (0: logarithmic)
snd_spatialization_prologic0use dolby prologic (I, II or IIx) encoding (snd_channels must be 2)
snd_spatialization_prologic_frontangle30the angle between the front speakers and the center speaker
snd_speed48000sound output frequency, in hertz
snd_startloopingsounds1whether to start sounds that would loop (you want this to be 1); existing sounds are not affected
snd_startnonloopingsounds1whether to start sounds that would not loop (you want this to be 1); existing sounds are not affected
snd_staticvolume1volume of ambient sound effects (such as swampy sounds at the start of e1m2)
snd_streaming1enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory); when set to 2, streaming is performed even if this would waste memory
snd_streaming_length1decompress sounds completely if they are less than this play time when snd_streaming is 1
snd_swapstereo0swaps left/right speakers for old ISA soundblaster cards
snd_wav_partitionsize1024controls sound delay in samples, values too low will cause crackling, too high will cause delayed sounds
snd_width2sound output precision, in bytes (1 and 2 supported)
snd_worldchannel0volume1volume multiplier of the auto-allocate entity channel of the world entity (DEPRECATED)
snd_worldchannel1volume1volume multiplier of the 1st entity channel of the world entity (DEPRECATED)
snd_worldchannel2volume1volume multiplier of the 2nd entity channel of the world entity (DEPRECATED)
snd_worldchannel3volume1volume multiplier of the 3rd entity channel of the world entity (DEPRECATED)
snd_worldchannel4volume1volume multiplier of the 4th entity channel of the world entity (DEPRECATED)
snd_worldchannel5volume1volume multiplier of the 5th entity channel of the world entity (DEPRECATED)
snd_worldchannel6volume1volume multiplier of the 6th entity channel of the world entity (DEPRECATED)
snd_worldchannel7volume1volume multiplier of the 7th entity channel of the world entity (DEPRECATED)
sv_accelerate10rate at which a player accelerates to sv_maxspeed
sv_adminnicknick name to use for admin messages instead of host name
sv_aim2maximum cosine angle for quake's vertical autoaim, a value above 1 completely disables the autoaim, quake used 0.93
sv_airaccel_qw1ratio of QW-style air control as opposed to simple acceleration; when < 0, the speed is clamped against the maximum allowed forward speed after the move
sv_airaccel_qw_stretchfactor0when set, the maximum acceleration increase the player may get compared to forward-acceleration when strafejumping
sv_airaccel_sideways_frictionanti-sideways movement stabilization (reduces speed gain when zigzagging); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger
sv_airaccelerate-1rate at which a player accelerates to sv_maxairspeed while in the air, if less than 0 the sv_accelerate variable is used instead
sv_aircontrol0CPMA-style air control
sv_aircontrol_penalty0deceleration while using CPMA-style air control
sv_aircontrol_power2CPMA-style air control exponent
sv_airspeedlimit_nonqw0when set, this is a soft speed limit while in air when using airaccel_qw not equal to 1
sv_airstopaccelerate0when set, replacement for sv_airaccelerate when moving backwards
sv_airstrafeaccel_qw0when set, replacement for sv_airaccel_qw when just strafing
sv_airstrafeaccelerate0when set, replacement for sv_airaccelerate when just strafing
sv_allowdownloads1whether to allow clients to download files from the server (does not affect http downloads)
sv_allowdownloads_archive0whether to allow downloads of archives (pak/pk3)
sv_allowdownloads_config0whether to allow downloads of config files (cfg)
sv_allowdownloads_dlcache0whether to allow downloads of dlcache files (dlcache/)
sv_allowdownloads_inarchive0whether to allow downloads from archives (pak/pk3)
sv_areadebug0disables physics culling for debugging purposes (only for development)
sv_areagrid_mingridsize128minimum areagrid cell size, smaller values work better for lots of small objects, higher values for large objects
sv_autodemo_perclient0set to 1 to enable autorecorded per-client demos (they'll start to record at the beginning of a match); set it to 2 to also record client->server packets (for debugging)
sv_autodemo_perclient_discardable0Allow game code to decide whether a demo should be kept or discarded.
sv_autodemo_perclient_nameformatsv_autodemos/%Y-%m-%d_%H-%MThe format of the sv_autodemo_perclient filename, followed by the map name, the client number and the IP address + port number, separated by underscores (the date is encoded using strftime escapes)
sv_cheats0enables cheat commands in any game, and cheat impulses in dpmod
sv_checkforpacketsduringsleep0uses select() function to wait between frames which can be interrupted by packets being received, instead of Sleep()/usleep()/SDL_Sleep() functions which do not check for packets
sv_clmovement_enable1whether to allow clients to use cl_movement prediction, which can cause choppy movement on the server which may annoy other players
sv_clmovement_inputtimeout0.2when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld)
sv_clmovement_minping0if client ping is below this time in milliseconds, then their ability to use cl_movement prediction is disabled for a while (as they don't need it)
sv_clmovement_minping_disabletime1000when client falls below minping, disable their prediction for this many milliseconds (should be at least 1000 or else their prediction may turn on/off frequently)
sv_cullentities_nevercullbmodels0if enabled the clients are always notified of moving doors and lifts and other submodels of world (warning: eats a lot of network bandwidth on some levels!)
sv_cullentities_pvs1fast but loose culling of hidden entities
sv_cullentities_stats0displays stats on network entities culled by various methods for each client
sv_cullentities_trace0somewhat slow but very tight culling of hidden entities, minimizes network traffic and makes wallhack cheats useless
sv_cullentities_trace_delay1number of seconds until the entity gets actually culled
sv_cullentities_trace_delay_players0.2number of seconds until the entity gets actually culled if it is a player entity
sv_cullentities_trace_enlarge0box enlargement for entity culling
sv_cullentities_trace_entityocclusion0also check if doors and other bsp models are in the way
sv_cullentities_trace_prediction1also trace from the predicted player position
sv_cullentities_trace_prediction_time0.2how many seconds of prediction to use
sv_cullentities_trace_samples2number of samples to test for entity culling
sv_cullentities_trace_samples_extra2number of samples to test for entity culling when the entity affects its surroundings by e.g. dlight
sv_cullentities_trace_samples_players8number of samples to test for entity culling when the entity is a player entity
sv_curl_defaulturldefault autodownload source URL
sv_curl_maxspeed0maximum download speed for clients downloading from sv_curl_defaulturl (KiB/s)
sv_curl_serverpackageslist of required files for the clients, separated by spaces
sv_debugmove0disables collision detection optimizations for debugging purposes
sv_disablenotify1suppress broadcast prints when certain cvars are changed (CVAR_NOTIFY flag in engine code)
sv_echobprint1prints gamecode bprint() calls to server console
sv_entpatch1enables loading of .ent files to override entities in the bsp (for example Threewave CTF server pack contains .ent patch files enabling play of CTF on id1 maps)
sv_fixedframeratesingleplayer1allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)
sv_freezenonclients0freezes time, except for players, allowing you to walk around and take screenshots of explosions
sv_friction4how fast you slow down
sv_gameplayfix_blowupfallenzombies0causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them
sv_gameplayfix_consistentplayerprethink0improves fairness in multiplayer by running all PlayerPreThink functions (which fire weapons) before performing physics, then running all PlayerPostThink functions
sv_gameplayfix_delayprojectiles0causes entities to not move on the same frame they are spawned, meaning that projectiles wait until the next frame to perform their first move, giving proper interpolation and rocket trails, but making weapons harder to use at low framerates
sv_gameplayfix_downtracesupportsongroundflag0prevents very short moves from clearing onground (which may make the player stick to the floor at high netfps)
sv_gameplayfix_droptofloorstartsolid0prevents items and monsters that start in a solid area from falling out of the level (makes droptofloor treat trace_startsolid as an acceptable outcome)
sv_gameplayfix_droptofloorstartsolid_nudgetocorrect0tries to nudge stuck items and monsters out of walls before droptofloor is performed
sv_gameplayfix_easierwaterjump0changes water jumping to make it easier to get out of water (exactly like in QuakeWorld)
sv_gameplayfix_findradiusdistancetobox0causes findradius to check the distance to the corner of a box rather than the center of the box, makes findradius detect bmodels such as very large doors that would otherwise be unaffected by splash damage
sv_gameplayfix_fixedcheckwatertransition0fix two very stupid bugs in SV_CheckWaterTransition when watertype is CONTENTS_EMPTY (the bugs causes waterlevel to be 1 on first frame, -1 on second frame - the fix makes it 0 on both frames)
sv_gameplayfix_gravityunaffectedbyticrate0fix some ticrate issues in physics.
sv_gameplayfix_grenadebouncedownslopes1prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface
sv_gameplayfix_multiplethinksperframe0allows entities to think more often than the server framerate, primarily useful for very high fire rate weapons
sv_gameplayfix_noairborncorpse1causes entities (corpses, items, etc) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them
sv_gameplayfix_noairborncorpse_allowsuspendeditems0causes entities sitting ontop of objects that are instantaneously remove to float in midair (special hack to allow a common level design trick for floating items)
sv_gameplayfix_nogravityonground0turn off gravity when on ground (to get rid of sliding)
sv_gameplayfix_nostepmoveonsteepslopes1crude fix which prevents MOVETYPE_STEP (not swimming or flying) to move on slopes whose angle is bigger than 45 degree
sv_gameplayfix_nudgeoutofsolid0attempts to fix physics errors (where an object ended up in solid for some reason)
sv_gameplayfix_nudgeoutofsolid_separation0.03125keep objects this distance apart to prevent collision issues on seams
sv_gameplayfix_q1bsptracelinereportstexture0enables mods to get accurate trace_texture results on q1bsp by using a surface-hitting traceline implementation rather than the standard solidbsp method, q3bsp always reports texture accurately
sv_gameplayfix_q2airaccelerate0Quake2-style air acceleration
sv_gameplayfix_setmodelrealbox0fixes a bug in Quake that made setmodel always set the entity box to ('-16 -16 -16', '16 16 16') rather than properly checking the model box, breaks some poorly coded mods
sv_gameplayfix_slidemoveprojectiles0allows MOVETYPE_FLY/FLYMISSILE/TOSS/BOUNCE/BOUNCEMISSILE entities to finish their move in a frame even if they hit something, fixes 'gravity accumulation' bug for grenades on steep slopes
sv_gameplayfix_stepdown1attempts to step down stairs, not just up them (prevents the familiar thud..thud..thud.. when running down stairs and slopes)
sv_gameplayfix_stepmultipletimes0applies step-up onto a ledge more than once in a single frame, when running quickly up stairs
sv_gameplayfix_swiminbmodels0causes pointcontents (used to determine if you are in a liquid) to check bmodel entities as well as the world model, so you can swim around in (possibly moving) water bmodel entities
sv_gameplayfix_unstickentities1hack to check if entities are crossing world collision hull and try to move them to the right position
sv_gameplayfix_unstickplayers1big hack to try and fix the rare case of MOVETYPE_WALK entities getting stuck in the world clipping hull.
sv_gameplayfix_upwardvelocityclearsongroundflag0prevents monsters, items, and most other objects from being stuck to the floor when pushed around by damage, and other situations in mods
sv_gravity800how fast you fall (512 = roughly earth gravity)
sv_heartbeatperiod120how often to send heartbeat in seconds (only used if sv_public is 1)
sv_idealpitchscale0.8how much to look up/down slopes and stairs when not using freelook
sv_jumpstep0whether you can step up while jumping
sv_jumpvelocity270cvar that can be used by QuakeC code for jump velocity
sv_master1user-chosen master server 1
sv_master2user-chosen master server 2
sv_master3user-chosen master server 3
sv_master4user-chosen master server 4
sv_masterextra169.59.212.88ghdigital.com - default master server 1 (admin: LordHavoc)
sv_masterextra2107.161.23.68dpmaster.deathmask.net - default master server 2 (admin: Willis)
sv_masterextra392.62.40.73dpmaster.tchr.no - default master server 3 (admin: tChr)
sv_maxairspeed30maximum speed a player can accelerate to when airborn (note that it is possible to completely stop by moving the opposite direction)
sv_maxairstrafespeed0when set, replacement for sv_maxairspeed when just strafing
sv_maxrate1000000upper limit on client rate cvar, should reflect your network connection quality
sv_maxspeed320maximum speed a player can accelerate to when on ground (can be exceeded by tricks)
sv_maxvelocity2000universal speed limit on all entities
sv_namechangetimer5how often to allow name changes, in seconds (prevents people from using animated names and other tricks
sv_nostep0prevents MOVETYPE_STEP entities (monsters) from moving
sv_onlycsqcnetworking0disables legacy entity networking code for higher performance (except on clients, which can still be legacy)
sv_playerphysicsqc1enables QuakeC function to override player physics
sv_progsprogs.datselects which quakec progs.dat file to run
sv_protocolnameDP7selects network protocol to host for (values include QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up)
sv_public01: advertises this server on the master server (so that players can find it in the server browser); 0: allow direct queries only; -1: do not respond to direct queries; -2: do not allow anyone to connect; -3: already block at getchallenge level
sv_public_rejectreasonThe server is closing.Rejection reason for connects when sv_public is -2
sv_random_seedrandom seed; when set, on every map start this random seed is used to initialize the random number generator. Don't touch it unless for benchmarking or debugging
sv_ratelimitlocalplayer0whether to apply rate limiting to the local player in a listen server (only useful for testing)
sv_sound_landdemon/dland2.wavsound to play when MOVETYPE_STEP entity hits the ground at high speed (empty cvar disables the sound)
sv_sound_watersplashmisc/h2ohit1.wavsound to play when MOVETYPE_FLY/TOSS/BOUNCE/STEP entity enters or leaves water (empty cvar disables the sound)
sv_status_privacy0do not show IP addresses in 'status' replies to clients
sv_status_show_qcstatus0show the 'qcstatus' field in status replies, not the 'frags' field. Turn this on if your mod uses this field, and the 'frags' field on the other hand has no meaningful value.
sv_stepheight18how high you can step up (TW_SV_STEPCONTROL extension)
sv_stopspeed100how fast you come to a complete stop
sv_threaded0enables a separate thread for server code, improving performance, especially when hosting a game while playing, EXPERIMENTAL, may be crashy
sv_wallfriction1how much you slow down when sliding along a wall
sv_warsowbunny_accel0.1585how fast you accelerate until after reaching sv_maxspeed (it gets harder as you near sv_warsowbunny_topspeed)
sv_warsowbunny_airforwardaccel1.00001how fast you accelerate until you reach sv_maxspeed
sv_warsowbunny_backtosideratio0.8lower values make it easier to change direction without losing speed; the drawback is "understeering" in sharp turns
sv_warsowbunny_topspeed925soft speed limit (can get faster with rjs and on ramps)
sv_warsowbunny_turnaccel0max sharpness of turns (also master switch for the sv_warsowbunny_* mode; set this to 9 to enable)
sv_wateraccelerate-1rate at which a player accelerates to sv_maxspeed while in the air, if less than 0 the sv_accelerate variable is used instead
sv_waterfriction-1how fast you slow down, if less than 0 the sv_friction variable is used instead
sv_worldbasenamename of current worldmodel without maps/ prefix or extension
sv_worldmessagetitle of current level
sv_worldnamename of current worldmodel
sv_worldnamenoextensionname of current worldmodel without extension
sv_writepicture_quality10WritePicture quality offset (higher means better quality, but slower)
sys_colortranslation0terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation)
sys_debugsleep0write requested and attained sleep times to standard output, to be used with gnuplot
sys_memsize_physical4096physical memory size in MB (or empty if unknown)
sys_memsize_virtual2048virtual memory size in MB (or empty if unknown)
sys_specialcharactertranslation1terminal console conchars to ASCII translation (set to 0 if your conchars.tga is for an 8bit character set or if you want raw output)
sys_ticrate0.01388889how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players), 0.0138889 matches QuakeWorld physics
sys_usenoclockbutbenchmark0don't use ANY real timing, and simulate a clock (for benchmarking); the game then runs as fast as possible. Run a QC mod with bots that does some stuff, then does a quit at the end, to benchmark a server. NEVER do this on a public server.
sys_usequeryperformancecounter0use 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)
teamnoneQW team (4 character limit, example: blue)
teamplay0teamplay 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
temp10general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)
timedemo_screenshotframelistwhen performing a timedemo, take screenshots of each frame in this space-separated list - example: 1 201 401
timeformat[%Y-%m-%d %H:%M:%S]// time format to use on timestamped console messages
timelimit0ends level at this time (in minutes)
timestamps0prints timestamps on console messages
utf8_enable0Enable UTF-8 support. For compatibility, this is disabled by default in most games.
v_brightness0brightness of black, useful for monitors that are too dark
v_centermove0.15how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)
v_centerspeed500how fast the view centers itself
v_color_black_b0desired color of black
v_color_black_g0desired color of black
v_color_black_r0desired color of black
v_color_enable0enables black-grey-white color correction curve controls
v_color_grey_b0.5desired color of grey
v_color_grey_g0.5desired color of grey
v_color_grey_r0.5desired color of grey
v_color_white_b1desired color of white
v_color_white_g1desired color of white
v_color_white_r1desired color of white
v_contrast1brightness of white (values above 1 give a brighter image with increased color saturation, unlike v_gamma)
v_contrastboost1by how much to multiply the contrast in dark areas (1 is no change)
v_deathtilt1whether to use sideways view when dead
v_deathtiltangle80what roll angle to use when tilting the view while dead
v_flipped0mirror the screen (poor man's left handed mode)
v_gamma1inverse gamma correction value, a brightness effect that does not affect white or black, and tends to make the image grey and dull
v_glslgamma1enables use of GLSL to apply gamma correction ramps if available (note: overrides v_hwgamma)
v_glslgamma_2d0applies GLSL gamma to 2d pictures (HUD, fonts)
v_glslgamma_video1applies GLSL gamma to played video, could be a fraction, requires r_glslgamma_2d 1.
v_hwgamma0enables use of hardware gamma correction ramps if available (note: does not work very well on Windows2000 and above), values are 0 = off, 1 = attempt to use hardware gamma, 2 = use hardware gamma whether it works or not
v_idlescale0how much of the quake 'drunken view' effect to use
v_ipitch_cycle1v_idlescale pitch speed
v_ipitch_level0.3v_idlescale pitch amount
v_iroll_cycle0.5v_idlescale roll speed
v_iroll_level0.1v_idlescale roll amount
v_iyaw_cycle2v_idlescale yaw speed
v_iyaw_level0.3v_idlescale yaw amount
v_kickpitch0.6how much a view kick from damage pitches your view
v_kickroll0.6how much a view kick from damage rolls your view
v_kicktime0.5how long a view kick from damage lasts
v_psycho0easter egg
vid_bitsperpixel32how many bits per pixel to render at (32 or 16, 32 is recommended)
vid_conheight480virtual height of 2D graphics system
vid_conwidth640virtual width of 2D graphics system
vid_desktopfullscreen1force desktop resolution for fullscreen; also use some OS dependent tricks for better fullscreen integration
vid_dx90use Microsoft Direct3D9(r) for rendering
vid_dx9_hal1enables hardware rendering (1), otherwise software reference rasterizer (0 - very slow), note that 0 is necessary when using NVPerfHUD (which renders in hardware but requires this option to enable it)
vid_dx9_softvertex0enables software vertex processing (for compatibility testing? or if you have a very fast CPU), usually you want this off
vid_dx9_triplebuffer0enables triple buffering when using vid_vsync in fullscreen, this options adds some latency and only helps when framerate is below 60 so you usually don't want it
vid_forcerefreshrate0try to set the given vid_refreshrate even if Windows doesn't list it as valid video mode
vid_fullscreen1use fullscreen (1) or windowed (0)
vid_gl131enables faster rendering using OpenGL 1.3 features (such as GL_ARB_texture_env_combine extension)
vid_gl201enables faster rendering using OpenGL 2.0 features (such as GL_ARB_fragment_shader extension)
vid_grabkeyboard0whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards)
vid_hardwaregammasupported1indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps)
vid_height480resolution
vid_minheight0minimum vid_height that is acceptable (to be set in default.cfg in mods)
vid_minwidth0minimum vid_width that is acceptable (to be set in default.cfg in mods)
vid_mouse1whether to use the mouse in windowed mode (fullscreen always does)
vid_pixelheight1adjusts vertical field of vision to account for non-square pixels (1280x1024 on a CRT monitor for example)
vid_refreshrate60refresh rate to use, in hz (higher values flicker less, if supported by your monitor)
vid_resizable00: window not resizable, 1: resizable, 2: window can be resized but the framebuffer isn't adjusted
vid_sRGB0if hardware is capable, modify rendering to be gamma corrected for the sRGB color standard (computer monitors, TVs), recommended
vid_sRGB_fallback0do an approximate sRGB fallback if not properly supported by hardware (2: also use the fallback if framebuffer is 8bit, 3: always use the fallback even if sRGB is supported)
vid_samples1how many anti-aliasing samples per pixel to request from the graphics driver (4 is recommended, 1 is faster)
vid_soft0enables use of the DarkPlaces Software Rasterizer rather than OpenGL or Direct3D
vid_soft_interlace1whether the DarkPlaces Software Rasterizer should interlace the screen bands occupied by each thread
vid_soft_threads8the number of threads the DarkPlaces Software Rasterizer should use
vid_stereobuffer0enables 'quad-buffered' stereo rendering for stereo shutterglasses, HMD (head mounted display) devices, or polarized stereo LCDs, if supported by your drivers
vid_stick_mouse0have the mouse stuck in the center of the screen
vid_touchscreen0Use touchscreen-style input (no mouse grab, track mouse motion only while button is down, screen areas for mimicing joystick axes and buttons
vid_touchscreen_density2.0Standard quantized screen density multiplier (see Android documentation for DisplayMetrics), similar values are given on iPhoneOS
vid_touchscreen_outlinealpha0opacity of touchscreen area outlines
vid_touchscreen_overlayalpha0.25opacity of touchscreen area icons
vid_touchscreen_showkeyboard0shows the platform's screen keyboard for text entry, can be set by csqc or menu qc if it wants to receive text input, does nothing if the platform has no screen keyboard
vid_touchscreen_supportshowkeyboard0indicates if the platform supports a virtual keyboard
vid_touchscreen_xdpi300Horizontal DPI of the screen (only valid on Android currently)
vid_touchscreen_ydpi300Vertical DPI of the screen (only valid on Android currently)
vid_userefreshrate0set this to 1 to make vid_refreshrate used, or to 0 to let the engine choose a sane default
vid_vsync0sync to vertical blank, prevents 'tearing' (seeing part of one frame and part of another on the screen at the same time), automatically disabled when doing timedemo benchmarks
vid_width640resolution
viewsize100how large the view should be, 110 disables inventory bar, 120 disables status bar
volume0.7volume of sound effects