Quake DarkPlaces console variables (CVARs) and commands (CMDs)

2023-07-14 DarkPlaces tutorials kleskby 0 813
Author: kleskby


List of all Quake DarkPlaces console variables (CVARs) and commands (CMDs) with description.


/////////////////////////////////
///////// COMMAND LIST //////////
/////////////////////////////////


+attack // begin firing
+back // move backward
+button10 // activate button10 (behavior depends on mod)
+button11 // activate button11 (behavior depends on mod)
+button12 // activate button12 (behavior depends on mod)
+button13 // activate button13 (behavior depends on mod)
+button14 // activate button14 (behavior depends on mod)
+button15 // activate button15 (behavior depends on mod)
+button16 // activate button16 (behavior depends on mod)
+button3 // activate button3 (behavior depends on mod)
+button4 // activate button4 (behavior depends on mod)
+button5 // activate button5 (behavior depends on mod)
+button6 // activate button6 (behavior depends on mod)
+button7 // activate button7 (behavior depends on mod)
+button8 // activate button8 (behavior depends on mod)
+button9 // activate button9 (behavior depends on mod)
+forward // move forward
+jump // jump
+klook // activate keyboard looking mode, do not recenter view
+left // turn left
+lookdown // look downward
+lookup // look upward
+mlook // activate mouse looking mode, do not recenter view
+movedown // swim downward
+moveleft // strafe left
+moveright // strafe right
+moveup // swim upward
+right // turn right
+showscores // show scoreboard
+speed // activate run mode (faster movement and turning)
+strafe // activate strafing mode (move instead of turn)
+use // use something (may be used by some mods)
-attack // stop firing
-back // stop moving backward
-button10 // deactivate button10
-button11 // deactivate button11
-button12 // deactivate button12
-button13 // deactivate button13
-button14 // deactivate button14
-button15 // deactivate button15
-button16 // deactivate button16
-button3 // deactivate button3
-button4 // deactivate button4
-button5 // deactivate button5
-button6 // deactivate button6
-button7 // deactivate button7
-button8 // deactivate button8
-button9 // deactivate button9
-forward // stop moving forward
-jump // end jump (so you can jump again)
-klook // deactivate keyboard looking mode
-left // stop turning left
-lookdown // stop looking downward
-lookup // stop looking upward
-mlook // deactivate mouse looking mode
-movedown // stop swimming downward
-moveleft // stop strafing left
-moveright // stop strafing right
-moveup // stop swimming upward
-right // stop turning right
-showscores // hide scoreboard
-speed // deactivate run mode
-strafe // deactivate strafing mode
-use // stop using something
alias // create a script function (parameters are passed in as $X (being X a number), $* for all parameters, $X- for all parameters starting from $X). Without arguments show the list of all alias
apropos // lists all console variables/commands/aliases containing the specified string in the name or description
begin // signon 3 (client asks server to start sending entities, and will go to signon 4 (playing) when the first entity update is received)
bestweapon // send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)
bf // briefly flashes a bright color tint on view (used when items are picked up); optionally takes R G B [A [alphafade]] arguments to specify how the flash looks
bind // binds a command to the specified key in bindmap 0
bindlist // bindlist: displays bound keys for bindmap 0 bindmaps
bottomcolor // QW command to set bottom color without changing top color
cd // execute a CD drive command (cd on/off/reset/remap/close/play/loop/stop/pause/resume/eject/info) - use cd by itself for usage
centerview // gradually recenter view (stop looking up/down)
changelevel // change to another level, bringing along all connected clients
changing // sent by qw servers to tell client to wait for level change
cl_areastats // prints statistics on entity culling during collision traces
cl_begindownloads // used internally by darkplaces client while connecting (causes loading of models and sounds or triggers downloads for missing ones)
cl_cmd // calls the client QC function GameCommand with the supplied string as argument
cl_downloadbegin // (networking) informs client of download file information, client replies with sv_startsoundload to begin the transfer
cl_downloadfinished // signals that a download has finished and provides the client with file size and crc to check its integrity
cl_modelindexlist // list information on all models in the client modelindex
cl_particles_reloadeffects // reloads effectinfo.txt and maps/levelname_effectinfo.txt (where levelname is the current map) if parameter is given, loads from custom file (no levelname_effectinfo are loaded in this case)
cl_soundindexlist // list all sounds in the client soundindex
clear // clear console history
cmd // send a console commandline to the server (used by some mods)
cmdlist // lists all console commands beginning with the specified prefix or matching the specified wildcard pattern
color // change your player shirt and pants colors
commandmode // input a console command
condump // output console history to a file (see also log_file)
connect // connect to a server by IP address or hostname
cprint // print something at the screen center
curl // download data from an URL and add to search path
cvar_lockdefaults // stores the current values of all cvars into their default values, only used once during startup after parsing default.cfg
cvar_resettodefaults_all // sets all cvars to their locked default values
cvar_resettodefaults_nosaveonly // sets all non-saved cvars to their locked default values (variables that will not be saved to config.cfg)
cvar_resettodefaults_saveonly // sets all saved cvars to their locked default values (variables that will be saved to config.cfg)
cvarlist // lists all console variables beginning with the specified prefix or matching the specified wildcard pattern
defer // execute a command in the future
demos // restart looping demos defined by the last startdemos command
dir // list files in searchpath matching an * filename pattern, one per line
disconnect // disconnect from server (or disconnect all clients if running a server)
download // downloads a specified file from the server
echo // print a message to the console (useful in scripts)
entities // print information on network entities known to client
envmap // render a cubemap (skybox) of the current scene
exec // execute a script file
fixtrans // change alpha-zero pixels in an image file to sensible values, and write out a new TGA (warning: SLOW)
fly // fly mode (flight)
fog // set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])
fog_heighttexture // set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)
force_centerview // recenters view (stops looking up/down)
fs_rescan // rescans filesystem for new pack archives and any other changes
fullinfo // allows client to modify their userinfo
fullserverinfo // internal use only, sent by server to client to update client's local copy of serverinfo string
gamedir // changes active gamedir list (can take multiple arguments), not including base directory (example usage: gamedir ctf)
give // alter inventory
gl_texturemode // set texture filtering mode (GL_NEAREST, GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, etc); an additional argument 'force' forces the texture mode even in cases where it may not be appropriate
gl_vbostats // prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them
god // god mode (invulnerability)
heartbeat // send a heartbeat to the master server (updates your server information)
history // prints the history of executed commands (history X prints the last X entries, history -c clears the whole history)
impulse // send an impulse number to server (select weapon, use item, etc)
in_bind // binds a command to the specified key in the selected bindmap
in_bindlist // bindlist: displays bound keys for all bindmaps, or the given bindmap
in_bindmap // selects active foreground and background (used only if a key is not bound in the foreground) bindmaps for typing
in_unbind // removes command on the specified key in the selected bindmap
infobar // display a text in the infobar (usage: infobar expiretime string)
iplog_list // lists names of players whose IP address begins with the supplied text (example: iplog_list 123.456.789)
kick // kick a player off the server by number or name
kill // die instantly
load // load a saved game file
loadconfig // reset everything and reload configs
loadfont // loadfont function tganame loads a font; example: loadfont console gfx/veramono; loadfont without arguments lists the available functions
loadsky // load a skybox by basename (for example loadsky mtnsun_ loads mtnsun_ft.tga and so on)
locs_add // add a point or box location (usage: x y z[ x y z] "name", if two sets of xyz are supplied it is a box, otherwise point)
locs_clear // remove all loc points/boxes
locs_reload // reload .loc file for this map
locs_removenearest // remove the nearest point or box (note: you need to be very near a box to remove it)
locs_save // save .loc file for this map containing currently defined points and boxes
ls // list files in searchpath matching an * filename pattern, multiple per line
map // kick everyone off the server and start a new level
maps // list information about available maps
maxplayers // sets limit on how many players (or bots) may be connected to the server at once
memlist // prints memory pool information (or if used as memlist 5 lists individual allocations of 5K or larger, 0 lists all allocations)
memstats // prints memory system statistics
menu_cmd // calls the menu QC function GameCommand with the supplied string as argument
menu_restart // restart menu system (reloads menu.dat)
messagemode // input a chat message to say to everyone
messagemode2 // input a chat message to say to only your team
mod_generatelightmaps // rebuilds lighting on current worldmodel
modeldecompile // exports a model in several formats for editing purposes
modellist // prints a list of loaded models
modelprecache // load a model
name // change your player name
net_refresh // query dp master servers and refresh all server information
net_slist // query dp master servers and print all server information
net_slistqw // query qw master servers and print all server information
net_stats // print network statistics
nextul // sends next fragment of current upload buffer (screenshot for example)
noclip // noclip mode (flight without collisions, move through walls)
notarget // notarget mode (monsters do not see you)
packet // send a packet to the specified address:port containing a text string
path // print searchpath (game directories and archives)
pause // pause the game (if the server allows pausing)
pausedemo // pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)
ping // print ping times of all players on the server
pingplreport // command sent by server containing client ping and packet loss values for scoreboard, triggered by pings command from client (not used by QW servers)
pings // command sent by clients to request updated ping and packetloss of players on scoreboard (originally from QW, but also used on NQ servers)
play // play a sound at your current location (not heard by anyone else)
play2 // play a sound globally throughout the level (not heard by anyone else)
playdemo // watch a demo file
playermodel // change your player model
playerskin // change your player skin number
playvideo // play a .dpv video file
playvol // play a sound at the specified volume level at your current location (not heard by anyone else)
pmodel // (Nehahra-only) change your player model choice
pointfile // display point file produced by qbsp when a leak was detected in the map (a line leading through the leak hole, to an entity inside the level)
pqrcon // sends a command to a proquake server console (if your rcon_password matches the server's rcon_password), or to the address specified by rcon_address when not connected (again rcon_password must match the server's)
prespawn // signon 1 (client acknowledges that server information has been received)
prvm_breakpoint // marks a statement or function as breakpoint (when this is executed, a stack trace is printed); to actually halt and investigate state, combine this with a gdb breakpoint on PRVM_Breakpoint, or with prvm_breakpointdump; run with just progs name to clear breakpoint
prvm_callprofile // prints execution statistics about the most time consuming QuakeC calls from the engine in the selected VM (server, client, menu)
prvm_childprofile // prints execution statistics about the most used QuakeC functions in the selected VM (server, client, menu), sorted by time taken in function with child calls
prvm_edict // print all data about an entity number in the selected VM (server, client, menu)
prvm_edictcount // prints number of active entities in the selected VM (server, client, menu)
prvm_edictget // retrieves the value of a specified property of a specified entity in the selected VM (server, client menu) into a cvar or to the console
prvm_edicts // prints all data about all entities in the selected VM (server, client, menu)
prvm_edictset // changes value of a specified property of a specified entity in the selected VM (server, client, menu)
prvm_edictwatchpoint // marks an entity field as watchpoint (when this is executed, a stack trace is printed); to actually halt and investigate state, combine this with a gdb breakpoint on PRVM_Breakpoint, or with prvm_breakpointdump; run with just progs name to clear watchpoint
prvm_fields // prints usage statistics on properties (how many entities have non-zero values) in the selected VM (server, client, menu)
prvm_global // prints value of a specified global variable in the selected VM (server, client, menu)
prvm_globalget // retrieves the value of a specified global variable in the selected VM (server, client menu) into a cvar or to the console
prvm_globals // prints all global variables in the selected VM (server, client, menu)
prvm_globalset // sets value of a specified global variable in the selected VM (server, client, menu)
prvm_globalwatchpoint // marks a global as watchpoint (when this is executed, a stack trace is printed); to actually halt and investigate state, combine this with a gdb breakpoint on PRVM_Breakpoint, or with prvm_breakpointdump; run with just progs name to clear watchpoint
prvm_printfunction // prints a disassembly (QuakeC instructions) of the specified function in the selected VM (server, client, menu)
prvm_profile // prints execution statistics about the most used QuakeC functions in the selected VM (server, client, menu)
quit // quit the game
r_editlights_clear // removes all world lights (let there be darkness!)
r_editlights_copyinfo // store a copy of all properties (except origin) of the selected light
r_editlights_edit // changes a property on the selected light
r_editlights_editall // changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)
r_editlights_help // prints documentation on console commands and variables in rtlight editing system
r_editlights_importlightentitiesfrommap // load lights from .ent file or map entities (ignoring .rtlights or .lights file)
r_editlights_importlightsfile // load lights from .lights file (ignoring .rtlights or .ent files and map entities)
r_editlights_lock // lock selection to current light, if already locked - unlock
r_editlights_pasteinfo // apply the stored properties onto the selected light (making it exactly identical except for origin)
r_editlights_reload // reloads rtlights file (or imports from .lights file or .ent file or the map itself)
r_editlights_remove // remove selected light
r_editlights_save // save .rtlights file for current level
r_editlights_spawn // creates a light with default properties (let there be light!)
r_editlights_togglecorona // toggle on/off the corona option on the selected light
r_editlights_toggleshadow // toggle on/off the shadow option on the selected light
r_glsl_dumpshader // dumps the engine internal default.glsl shader into glsl/default.glsl
r_glsl_restart // unloads GLSL shaders, they will then be reloaded as needed
r_listmaptextures // list all textures used by the current map
r_replacemaptexture // override a map texture for testing purposes
r_restart // restarts renderer
r_texturestats // print information about all loaded textures and some statistics
rate // change your network connection speed
rate_burstsize // change your network connection speed
rcon // sends a command to the server console (if your rcon_password matches the server's rcon_password), or to the address specified by rcon_address when not connected (again rcon_password must match the server's); note: if rcon_secure is set, client and server clocks must be synced e.g. via NTP
reconnect // reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)
record // record a demo
register_bestweapon // (for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect
restart // restart current level
save // save the game to a file
saveconfig // save settings to config.cfg (or a specified filename) immediately (also automatic when quitting)
say // send a chat message to everyone on the server
say_team // send a chat message to your team on the server
screenshot // takes a screenshot of the next rendered frame
sendcvar // sends the value of a cvar to the server as a sentcvar command, for use by QuakeC
set // create or change the value of a console variable
seta // create or change the value of a console variable that will be saved to config.cfg
setinfo // modifies your userinfo
sizedown // decrease view size (decreases viewsize cvar)
sizeup // increase view size (increases viewsize cvar)
skins // downloads missing qw skins from server
snd_restart // restart sound system
snd_unloadallsounds // unload all sound files
soundinfo // print sound system information (such as channels and speed)
soundlist // list loaded sounds
spawn // signon 2 (client has sent player information, and is asking server to send scoreboard rankings)
srcon // sends a command to the server console (if your rcon_password matches the server's rcon_password), or to the address specified by rcon_address when not connected (again rcon_password must match the server's); this always works as if rcon_secure is set; note: client and server clocks must be synced e.g. via NTP
startdemos // start playing back the selected demos sequentially (used at end of startup script)
status // print server status information
stop // stop recording or playing a demo
stopdemo // stop playing or recording demo (like stop command) and return to looping demos
stopdownload // terminates a download
stopsound // silence
stopul // aborts current upload (screenshot for example)
stopvideo // stop playing a .dpv video file
stuffcmds // execute commandline parameters (must be present in quake.rc script)
sv_areastats // prints statistics on entity culling during collision traces
sv_cmd // calls the server QC function GameCommand with the supplied string as argument
sv_saveentfile // save map entities to .ent file (to allow external editing)
sv_startdownload // begins sending a file to the client (network protocol use only)
tell // send a chat message to only one person on the server
timedemo // play back a demo as fast as possible and save statistics to benchmark.log
timerefresh // turn quickly and print rendering statistcs
toggle // toggles a console variable's values (use for more info)
toggleconsole // opens or closes the console
togglemenu // opens or closes menu
topcolor // QW command to set top color without changing bottom color
unalias // remove an alias
unbind // removes a command on the specified key in bindmap 0
unbindall // removes all commands from all keys in all bindmaps (leaving only shift-escape and escape)
unset // delete a cvar (does not work for static ones like _cl_name, or read-only ones)
user // prints additional information about a player number or name on the scoreboard
users // prints additional information about all players on the scoreboard
v_cshift // sets tint color of view
version // print engine version
vid_restart // restarts video system (closes and reopens the window, restarts renderer)
viewframe // change animation frame of viewthing entity in current level
viewmodel // change model of viewthing entity in current level
viewnext // change to next animation frame of viewthing entity in current level
viewprev // change to previous animation frame of viewthing entity in current level
wait // make script execution wait for next rendered frame
which // accepts a file name as argument and reports where the file is taken from
279 Commands






//////////////////////////////
///////// CVAR LIST //////////
//////////////////////////////




_cl_color is "0" ["0"] // internal storage cvar for current player colors (changed by color command)
_cl_name is "player" ["player"] // internal storage cvar for current player name (changed by name command)
_cl_playermodel is "" [""] // internal storage cvar for current player model in Nexuiz/Xonotic (changed by playermodel command)
_cl_playerskin is "" [""] // internal storage cvar for current player skin in Nexuiz/Xonotic (changed by playerskin command)
_cl_pmodel is "0" ["0"] // internal storage cvar for current player model number in nehahra (changed by pmodel command)
_cl_rate is "20000" ["20000"] // internal storage cvar for current rate (changed by rate command)
_cl_rate_burstsize is "1024" ["1024"] // internal storage cvar for current rate control burst size (changed by rate_burstsize command)
_snd_mixahead is "0.15" ["0.15"] // how much sound to mix ahead of time
ambient_fade is "100" ["100"] // rate of volume fading when moving from one environment to another
ambient_level is "0.3" ["0.3"] // volume of environment noises (water and wind)
bgmvolume is "1" ["1"] // volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)
cdaudio is "1" ["1"] // CD playing mode (0 = never access CD drive, 1 = play CD tracks if no replacement available, 2 = play fake tracks if no CD track available, 3 = play only real CD tracks, 4 = play real CD tracks even instead of named fake tracks)
cdaudioinitialized is "1" ["1"] // indicates if CD Audio system is active
chase_active is "0" ["0"] // enables chase cam
chase_back is "48" ["48"] // chase cam distance from the player
chase_overhead is "0" ["0"] // chase cam looks straight down if this is not zero
chase_pitchangle is "55" ["55"] // chase cam pitch angle
chase_stevie is "0" ["0"] // (GOODVSBAD2 only) chase cam view from above
chase_up is "24" ["24"] // chase cam distance from the player
cl_anglespeedkey is "1.5" ["1.5"] // how much +speed multiplies keyboard turning speed
cl_autodemo is "0" ["0"] // records every game played, using the date/time and map name to name the demo file
cl_autodemo_delete is "0" ["0"] // Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on
cl_autodemo_nameformat is "autodemos/%Y-%m-%d_%H-%M" ["autodemos/%Y-%m-%d_%H-%M"] // The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)
cl_backspeed is "200" ["200"] // backward movement speed
cl_beams_instantaimhack is "0" ["0"] // makes your lightning gun aiming update instantly
cl_beams_lightatend is "0" ["0"] // make a light at the end of the beam
cl_beams_polygons is "1" ["1"] // use beam polygons instead of models
cl_beams_quakepositionhack is "1" ["1"] // makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)
cl_bob is "0.02" ["0.02"] // view bobbing amount
cl_bob2 is "0" ["0"] // sideways view bobbing amount
cl_bob2cycle is "0.6" ["0.6"] // sideways view bobbing speed
cl_bob2smooth is "0.05" ["0.05"] // how fast the view goes back when you stop touching the ground
cl_bobcycle is "0.6" ["0.6"] // view bobbing speed
cl_bobfall is "0" ["0"] // how much the view swings down when falling (influenced by the speed you hit the ground with)
cl_bobfallcycle is "3" ["3"] // speed of the bobfall swing
cl_bobfallminspeed is "200" ["200"] // necessary amount of speed for bob-falling to occur
cl_bobmodel is "1" ["1"] // enables gun bobbing
cl_bobmodel_side is "0.1" ["0.1"] // gun bobbing sideways sway amount
cl_bobmodel_speed is "7" ["7"] // gun bobbing speed
cl_bobmodel_up is "0.1" ["0.1"] // gun bobbing upward movement amount
cl_bobup is "0.5" ["0.5"] // view bobbing adjustment that makes the up or down swing of the bob last longer
cl_capturevideo is "0" ["0"] // enables saving of video to a .avi file using uncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboost affects the brightness of the output)
cl_capturevideo_demo_stop is "1" ["1"] // automatically stops video recording when demo ends
cl_capturevideo_fps is "30" ["30"] // how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful)
cl_capturevideo_framestep is "1" ["1"] // when set to n >= 1, render n frames to capture one (useful for motion blur like effects)
cl_capturevideo_height is "0" ["0"] // scales all frames to this resolution before saving the video
cl_capturevideo_nameformat is "dpvideo" ["dpvideo"] // prefix for saved videos (the date is encoded using strftime escapes)
cl_capturevideo_number is "1" ["1"] // number to append to video filename, incremented each time a capture begins
cl_capturevideo_ogg is "1" ["1"] // save captured video data as Ogg/Vorbis/Theora streams
cl_capturevideo_ogg_theora_bitrate is "-1" ["-1"] // video bitrate (45 to 2000 kbps), or -1 to use quality only; higher is better; setting both to -1 achieves unlimited quality
cl_capturevideo_ogg_theora_keyframe_auto_threshold is "80" ["80"] // threshold for key frame decision (0 to 100)
cl_capturevideo_ogg_theora_keyframe_bitrate_multiplier is "1.5" ["1.5"] // how much more bit rate to use for keyframes, specified as a factor of at least 1
cl_capturevideo_ogg_theora_keyframe_maxinterval is "64" ["64"] // maximum keyframe interval (1 to 1000)
cl_capturevideo_ogg_theora_keyframe_mininterval is "8" ["8"] // minimum keyframe interval (1 to 1000)
cl_capturevideo_ogg_theora_noise_sensitivity is "1" ["1"] // video noise sensitivity (0 to 6); lower is better
cl_capturevideo_ogg_theora_quality is "48" ["48"] // video quality factor (0 to 63), or -1 to use bitrate only; higher is better; setting both to -1 achieves unlimited quality
cl_capturevideo_ogg_theora_vp3compat is "1" ["1"] // make VP3 compatible theora streams
cl_capturevideo_ogg_vorbis_quality is "3" ["3"] // audio quality (-1 to 10); higher is better
cl_capturevideo_printfps is "1" ["1"] // prints the frames per second captured in capturevideo (is only written to the log file, not to the console, as that would be visible on the video)
cl_capturevideo_realtime is "0" ["0"] // causes video saving to operate in realtime (mostly useful while playing, not while capturing demos), this can produce a much lower quality video due to poor sound/video sync and will abort saving if your machine stalls for over a minute
cl_capturevideo_width is "0" ["0"] // scales all frames to this resolution before saving the video
cl_csqc_generatemousemoveevents is "1" ["1"] // enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec
cl_curl_enabled is "1" ["1"] // whether client's download support is enabled
cl_curl_maxdownloads is "1" ["1"] // maximum number of concurrent HTTP/FTP downloads
cl_curl_maxspeed is "300" ["300"] // maximum download speed (KiB/s)
cl_curl_useragent is "1" ["1"] // send the User-Agent string (note: turning this off may break stuff)
cl_curl_useragent_append is "" [""] // a string to append to the User-Agent string (useful for name and version number of your mod)
cl_deathfade is "0" ["0"] // fade screen to dark red when dead, value represents how fast the fade is (higher is faster)
cl_deathnoviewmodel is "1" ["1"] // hides gun model when dead
cl_deathscoreboard is "1" ["1"] // shows scoreboard (+showscores) while dead
cl_decals is "1" ["1"] // enables decals (bullet holes, blood, etc)
cl_decals_bias is "0.125" ["0.125"] // distance to bias decals from surface to prevent depth fighting
cl_decals_fadetime is "1" ["1"] // how long decals take to fade away
cl_decals_max is "4096" ["4096"] // maximum number of decals allowed to exist in the world at once
cl_decals_models is "0" ["0"] // enables decals on animated models (if newsystem is also 1)
cl_decals_newsystem is "1" ["1"] // enables new advanced decal system
cl_decals_newsystem_bloodsmears is "1" ["1"] // enable use of particle velocity as decal projection direction rather than surface normal
cl_decals_newsystem_immediatebloodstain is "2" ["2"] // 0: no on-spawn blood stains; 1: on-spawn blood stains for pt_blood; 2: always use on-spawn blood stains
cl_decals_newsystem_intensitymultiplier is "2" ["2"] // boosts intensity of decals (because the distance fade can make them hard to see otherwise)
cl_decals_time is "20" ["20"] // how long before decals start to fade away
cl_decals_visculling is "1" ["1"] // perform a very cheap check if each decal is visible before drawing
cl_demo_mousegrab is "0" ["0"] // Allows reading the mouse input while playing demos. Useful for camera mods developed in csqc. (0: never, 1: always)
cl_dlights_decaybrightness is "1" ["1"] // reduces brightness of light flashes over time
cl_dlights_decayradius is "1" ["1"] // reduces size of light flashes over time
cl_explosions_alpha_end is "0" ["0"] // end alpha of an explosion shell (just before it disappears)
cl_explosions_alpha_start is "1.5" ["1.5"] // starting alpha of an explosion shell
cl_explosions_lifetime is "0.5" ["0.5"] // how long an explosion shell lasts
cl_explosions_size_end is "128" ["128"] // ending alpha of an explosion shell (just before it disappears)
cl_explosions_size_start is "16" ["16"] // starting size of an explosion shell
cl_followmodel is "1" ["1"] // enables gun following
cl_followmodel_side_highpass is "5" ["5"] // gun following sideways highpass in 1/s
cl_followmodel_side_highpass1 is "30" ["30"] // gun following sideways pre-highpass in 1/s
cl_followmodel_side_limit is "6" ["6"] // gun following sideways limit
cl_followmodel_side_lowpass is "10" ["10"] // gun following sideways lowpass in 1/s
cl_followmodel_side_speed is "0.25" ["0.25"] // gun following sideways speed
cl_followmodel_up_highpass is "2" ["2"] // gun following upward highpass in 1/s
cl_followmodel_up_highpass1 is "60" ["60"] // gun following upward pre-highpass in 1/s
cl_followmodel_up_limit is "5" ["5"] // gun following upward limit
cl_followmodel_up_lowpass is "10" ["10"] // gun following upward lowpass in 1/s
cl_followmodel_up_speed is "0.5" ["0.5"] // gun following upward speed
cl_forwardspeed is "225" ["250"] // forward movement speed
cl_gameplayfix_soundsmovewithentities is "1" ["1"] // causes sounds made by lifts, players, projectiles, and any other entities, to move with the entity, so for example a rocket noise follows the rocket rather than staying at the starting position
cl_iplog_name is "darkplaces_iplog.txt" ["darkplaces_iplog.txt"] // name of iplog file containing player addresses for iplog_list command and automatic ip logging when parsing status command
cl_itembobheight is "0" ["0"] // how much items bob up and down (try 8)
cl_itembobspeed is "0.5" ["0.5"] // how frequently items bob up and down
cl_joinbeforedownloadsfinish is "1" ["1"] // if non-zero the game will begin after the map is loaded before other downloads finish
cl_leanmodel is "1" ["1"] // enables gun leaning
cl_leanmodel_side_highpass is "3" ["3"] // gun leaning sideways highpass in 1/s
cl_leanmodel_side_highpass1 is "30" ["30"] // gun leaning sideways pre-highpass in 1/s
cl_leanmodel_side_limit is "35" ["35"] // gun leaning sideways limit
cl_leanmodel_side_lowpass is "20" ["20"] // gun leaning sideways lowpass in 1/s
cl_leanmodel_side_speed is "0.7" ["0.7"] // gun leaning sideways speed
cl_leanmodel_up_highpass is "15" ["15"] // gun leaning upward highpass in 1/s
cl_leanmodel_up_highpass1 is "5" ["5"] // gun leaning upward pre-highpass in 1/s
cl_leanmodel_up_limit is "50" ["50"] // gun leaning upward limit
cl_leanmodel_up_lowpass is "20" ["20"] // gun leaning upward lowpass in 1/s
cl_leanmodel_up_speed is "0.65" ["0.65"] // gun leaning upward speed
cl_lerpanim_maxdelta_framegroups is "0.1" ["0.1"] // maximum frame delta for smoothing between framegroups (when 0, one network frame)
cl_lerpanim_maxdelta_server is "0.1" ["0.1"] // maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)
cl_lerpexcess is "0" ["0"] // maximum allowed lerp excess (hides, not fixes, some packet loss)
cl_maxfps is "250" ["250"] // maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)
cl_maxfps_alwayssleep is "1" ["1"] // gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0
cl_maxidlefps is "20" ["20"] // maximum fps cap when the game is not the active window (makes cpu time available to other programs
cl_maxphysicsframesperserverframe is "10" ["10"] // maximum number of physics frames per server frame
cl_minfps is "40" ["40"] // minimum fps target - while the rendering performance is below this, it will drift toward lower quality
cl_minfps_fade is "1" ["1"] // how fast the quality adapts to varying framerate
cl_minfps_force is "0" ["0"] // also apply quality reductions in timedemo/capturevideo
cl_minfps_qualityhysteresis is "0.05" ["0.05"] // reduce all quality increments by this to reduce flickering
cl_minfps_qualitymax is "1" ["1"] // highest allowed drawdistance multiplier
cl_minfps_qualitymin is "0.25" ["0.25"] // lowest allowed drawdistance multiplier
cl_minfps_qualitymultiply is "0.2" ["0.2"] // multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)
cl_minfps_qualitystepmax is "0.1" ["0.1"] // maximum quality change in a single frame
cl_movecliptokeyboard is "0" ["0"] // if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount
cl_movement is "1" ["1"] // enables clientside prediction of your player movement
cl_movement_accelerate is "10" ["10"] // how fast you accelerate (should match sv_accelerate)
cl_movement_airaccel_qw is "1" ["1"] // ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move
cl_movement_airaccel_sideways_friction is "0" ["0"] // anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger
cl_movement_airaccelerate is "-1" ["-1"] // how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead
cl_movement_edgefriction is "1" ["1"] // how much to slow down when you may be about to fall off a ledge (should match edgefriction)
cl_movement_friction is "4" ["4"] // how fast you slow down (should match sv_friction)
cl_movement_jumpvelocity is "270" ["270"] // how fast you move upward when you begin a jump (should match the quakec code)
cl_movement_maxairspeed is "30" ["30"] // how fast you can move while in the air (should match sv_maxairspeed)
cl_movement_maxspeed is "320" ["320"] // how fast you can move (should match sv_maxspeed)
cl_movement_minping is "0" ["0"] // whether to use prediction when ping is lower than this value in milliseconds
cl_movement_nettimeout is "0.3" ["0.3"] // stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds
cl_movement_replay is "1" ["1"] // use engine prediction
cl_movement_stepheight is "18" ["18"] // how tall a step you can step in one instant (should match sv_stepheight)
cl_movement_stopspeed is "100" ["100"] // speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)
cl_movement_track_canjump is "1" ["1"] // track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some "sliding" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too
cl_movement_wallfriction is "1" ["1"] // how fast you slow down while sliding along a wall (should match sv_wallfriction)
cl_movement_wateraccelerate is "-1" ["-1"] // how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead
cl_movement_waterfriction is "-1" ["-1"] // how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead
cl_movespeedkey is "2.0" ["2.0"] // how much +speed multiplies keyboard movement speed
cl_netfps is "72" ["72"] // how many input packets to send to server each second
cl_netimmediatebuttons is "1" ["1"] // sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)
cl_netlocalping is "0" ["0"] // lags local loopback connection by this much ping time (useful to play more fairly on your own server with people with higher pings)
cl_netpacketloss_receive is "0" ["0"] // drops this percentage of incoming packets, useful for testing network protocol robustness (jerky movement, effects failing to start, sounds failing to play, etc)
cl_netpacketloss_send is "0" ["0"] // drops this percentage of outgoing packets, useful for testing network protocol robustness (jerky movement, prediction errors, etc)
cl_netrepeatinput is "1" ["1"] // how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)
cl_nettimesyncboundmode is "6" ["6"] // method of restricting client time to valid values, 0 = no correction, 1 = tight bounding (jerky with packet loss), 2 = loose bounding (corrects it if out of bounds), 3 = leniant bounding (ignores temporary errors due to varying framerate), 4 = slow adjustment method from Quake3, 5 = slighttly nicer version of Quake3 method, 6 = bounding + Quake3
cl_nettimesyncboundtolerance is "0.25" ["0.25"] // how much error is tolerated by bounding check, as a fraction of frametime, 0.25 = up to 25% margin of error tolerated, 1 = use only new time, 0 = use only old time (same effect as setting cl_nettimesyncfactor to 1)
cl_nettimesyncfactor is "0" ["0"] // rate at which client time adapts to match server time, 1 = instantly, 0.125 = slowly, 0 = not at all (bounding still applies)
cl_nodelta is "0" ["0"] // disables delta compression of non-player entities in QW network protocol
cl_nolerp is "0" ["0"] // network update smoothing
cl_noplayershadow is "0" ["0"] // hide player shadow
cl_particles is "1" ["1"] // enables particle effects
cl_particles_alpha is "1" ["1"] // multiplies opacity of particles
cl_particles_blood is "1" ["1"] // enables blood effects
cl_particles_blood_alpha is "1" ["1"] // opacity of blood, does not affect decals
cl_particles_blood_bloodhack is "1" ["1"] // make certain quake particle() calls create blood effects instead
cl_particles_blood_decal_alpha is "1" ["1"] // opacity of blood decal
cl_particles_blood_decal_scalemax is "2" ["2"] // maximal random scale of decal
cl_particles_blood_decal_scalemin is "1.5" ["1.5"] // minimal random scale of decal
cl_particles_bubbles is "1" ["1"] // enables bubbles (used by multiple effects)
cl_particles_bulletimpacts is "1" ["1"] // enables bulletimpact effects
cl_particles_collisions is "1" ["1"] // allow costly collision detection on particles (sparks that bounce, particles not going through walls, blood hitting surfaces, etc)
cl_particles_explosions_shell is "0" ["0"] // enables polygonal shell from explosions
cl_particles_explosions_sparks is "1" ["1"] // enables sparks from explosions
cl_particles_forcetraileffects is "0" ["0"] // force trails to be displayed even if a non-trail draw primitive was used (debug/compat feature)
cl_particles_quake is "0" ["0"] // makes particle effects look mostly like the ones in Quake
cl_particles_quality is "1" ["1"] // multiplies number of particles
cl_particles_rain is "1" ["1"] // enables rain effects
cl_particles_size is "1" ["1"] // multiplies particle size
cl_particles_smoke is "1" ["1"] // enables smoke (used by multiple effects)
cl_particles_smoke_alpha is "0.5" ["0.5"] // smoke brightness
cl_particles_smoke_alphafade is "0.55" ["0.55"] // brightness fade per second
cl_particles_snow is "1" ["1"] // enables snow effects
cl_particles_sparks is "1" ["1"] // enables sparks (used by multiple effects)
cl_particles_visculling is "0" ["0"] // perform a costly check if each particle is visible before drawing
cl_pitchspeed is "150" ["150"] // keyboard pitch turning speed
cl_port is "0" ["0"] // forces client to use chosen port number if not 0
cl_prydoncursor is "0" ["0"] // enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc
cl_prydoncursor_notrace is "0" ["0"] // disables traceline used in prydon cursor reporting to the game, saving some cpu time
cl_readpicture_force is "0" ["0"] // when enabled, the low quality pictures read by ReadPicture() are preferred over the high quality pictures on the file system
cl_rollangle is "2.0" ["2.0"] // how much to tilt the view when strafing
cl_rollspeed is "200" ["200"] // how much strafing is necessary to tilt the view
cl_serverextension_download is "0" ["0"] // indicates whether the server supports the download command
cl_shownet is "0" ["0"] // 1 = print packet size, 2 = print packet message list
cl_sidespeed is "200" ["225"] // strafe movement speed
cl_smoothviewheight is "0" ["0"] // time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition.
cl_sound_hknighthit is "hknight/hit.wav" ["hknight/hit.wav"] // sound to play during TE_KNIGHTSPIKE (empty cvar disables sound)
cl_sound_r_exp3 is "weapons/r_exp3.wav" ["weapons/r_exp3.wav"] // sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)
cl_sound_ric1 is "weapons/ric1.wav" ["weapons/ric1.wav"] // sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
cl_sound_ric2 is "weapons/ric2.wav" ["weapons/ric2.wav"] // sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
cl_sound_ric3 is "weapons/ric3.wav" ["weapons/ric3.wav"] // sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
cl_sound_ric_gunshot is "0" ["0"] // specifies if and when the related cl_sound_ric and cl_sound_tink sounds apply to TE_GUNSHOT/TE_GUNSHOTQUAD, 0 = no sound, 1 = TE_GUNSHOT, 2 = TE_GUNSHOTQUAD, 3 = TE_GUNSHOT and TE_GUNSHOTQUAD
cl_sound_tink1 is "weapons/tink1.wav" ["weapons/tink1.wav"] // sound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
cl_sound_wizardhit is "wizard/hit.wav" ["wizard/hit.wav"] // sound to play during TE_WIZSPIKE (empty cvar disables sound)
cl_stainmaps is "0" ["0"] // stains lightmaps, much faster than decals but blurred
cl_stainmaps_clearonload is "1" ["1"] // clear stainmaps on map restart
cl_stairsmoothspeed is "160" ["160"] // how fast your view moves upward/downward when running up/down stairs
cl_upspeed is "400" ["400"] // vertical movement speed (while swimming or flying)
cl_video_brightness is "1" ["1"] // brightness of video, 1 = fullbright, 0.75 - 3/4 etc.
cl_video_fadein is "0" ["0"] // fading-from-black effect once video is started, in seconds
cl_video_fadeout is "0" ["0"] // fading-to-black effect once video is ended, in seconds
cl_video_keepaspectratio is "0" ["0"] // keeps aspect ratio of fullscreen videos, leaving black color on unfilled areas, a value of 2 let video to be stretched horizontally with top & bottom being sliced out
cl_video_scale is "1" ["1"] // scale of video, 1 = fullscreen, 0.75 - 3/4 of screen etc.
cl_video_scale_vpos is "0" ["0"] // vertical align of scaled video, -1 is top, 1 is bottom
cl_video_stipple is "0" ["0"] // draw interlacing-like effect on videos, similar to scr_stipple but static and used only with video playing.
cl_video_subtitles is "0" ["0"] // show subtitles for videos (if they are present)
cl_video_subtitles_lines is "4" ["4"] // how many lines to occupy for subtitles
cl_video_subtitles_textsize is "16" ["16"] // textsize for subtitles
cl_viewmodel_scale is "1" ["1"] // changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible
cl_worldbasename is "" [""] // name of current worldmodel without maps/ prefix or extension
cl_worldmessage is "" [""] // title of current level
cl_worldname is "" [""] // name of current worldmodel
cl_worldnamenoextension is "" [""] // name of current worldmodel without extension
cl_yawspeed is "140" ["140"] // keyboard yaw turning speed
cmdline is "C:\Users\kleskby\Desktop\QuakeSDK\BaseProject\darkplaces.exe " ["C:\Users\kleskby\Desktop\QuakeSDK\BaseProject\darkplaces.exe"] // // contains commandline the engine was launched with
collision_cache is "1" ["1"] // store results of collision traces for next frame to reuse if possible (optimization)
collision_debug_tracelineasbox is "0" ["0"] // workaround for any bugs in Collision_TraceLineBrushFloat by using Collision_TraceBrushBrushFloat
collision_extendmovelength is "16" ["16"] // internal bias on trace length to ensure detection of collisions within the collision_impactnudge distance so that short moves do not degrade across frames (this does not alter the final trace length)
collision_extendtraceboxlength is "1" ["1"] // internal bias for tracebox() qc builtin to account for collision_impactnudge (this does not alter the final trace length)
collision_extendtracelinelength is "1" ["1"] // internal bias for traceline() qc builtin to account for collision_impactnudge (this does not alter the final trace length)
collision_impactnudge is "0.03125" ["0.03125"] // how much to back off from the impact
collision_triangle_axialsides is "1" ["1"] // generate axially-aligned edge planes on triangles - otherwise use perpendicular edge planes
collision_triangle_bevelsides is "0" ["0"] // generate sloped edge planes on triangles - if 0, see axialedgeplanes
con_chat is "0" ["0"] // how many chat lines to show in a dedicated chat area
con_chatpos is "0" ["0"] // where to put chat (negative: lines from bottom of screen, positive: lines below notify, 0: at top)
con_chatrect is "0" ["0"] // use con_chatrect_x and _y to position con_notify and con_chat freely instead of con_chatpos
con_chatrect_x is "" [""] // where to put chat, relative x coordinate of left edge on screen (use con_chatwidth for width)
con_chatrect_y is "" [""] // where to put chat, relative y coordinate of top edge on screen (use con_chat for line count)
con_chatsize is "8" ["8"] // chat text size in virtual 2D pixels (if con_chat is enabled)
con_chatsound is "1" ["1"] // enables chat sound to play on message
con_chattime is "30" ["30"] // how long chat lines last, in seconds
con_chatwidth is "1.0" ["1.0"] // relative chat window width
con_closeontoggleconsole is "1" ["1"] // allows toggleconsole binds to close the console as well; when set to 2, this even works when not at the start of the line in console input; when set to 3, this works even if the toggleconsole key is the color tag
con_completion_exec is "*.cfg" ["*.cfg"] // completion pattern for the exec command
con_completion_playdemo is "*.dem" ["*.dem"] // completion pattern for the playdemo command
con_completion_timedemo is "*.dem" ["*.dem"] // completion pattern for the timedemo command
con_nickcompletion is "1" ["1"] // tab-complete nicks in console and message input
con_nickcompletion_flags is "11" ["11"] // Bitfield: 0: add nothing after completion. 1: add the last color after completion. 2: add a quote when starting a quote instead of the color. 4: will replace 1, will force color, even after a quote. 8: ignore non-alphanumerics. 16: ignore spaces. 
con_notify is "4" ["4"] // how many notify lines to show
con_notifyalign is "" [""] // how to align notify lines: 0 = left, 0.5 = center, 1 = right, empty string = game default)
con_notifysize is "8" ["8"] // notify text size in virtual 2D pixels
con_notifytime is "3" ["3"] // how long notify lines last, in seconds
con_textsize is "8" ["8"] // console text size in virtual 2D pixels
condump_stripcolors is "0" ["0"] // strip color codes from console dumps
coop is "0" ["0"] // coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)
crosshair is "1" ["1"] // selects crosshair to use (0 is none)
crosshair_color_alpha is "1" ["1"] // how opaque the crosshair should be
crosshair_color_blue is "1" ["1"] // customizable crosshair color
crosshair_color_green is "1" ["1"] // customizable crosshair color
crosshair_color_red is "1" ["1"] // customizable crosshair color
crosshair_size is "1" ["1"] // adjusts size of the crosshair on the screen
csqc_progcrc is "-1" ["-1"] // CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1
csqc_progname is "csprogs.dat" ["csprogs.dat"] // name of csprogs.dat file to load
csqc_progsize is "-1" ["-1"] // file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1
csqc_usedemoprogs is "1" ["1"] // use csprogs stored in demos
cutscene is "1" ["1"] // enables cutscenes in nehahra, can be used by other mods
deathmatch is "0" ["0"] // deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons)
developer is "0" ["0"] // shows debugging messages and information (recommended for all developers and level designers); the value -1 also suppresses buffering and logging these messages
developer_entityparsing is "0" ["0"] // prints detailed network entities information each time a packet is received
developer_extra is "0" ["0"] // prints additional debugging messages, often very verbose!
developer_font is "0" ["0"] // prints debug messages about fonts
developer_insane is "0" ["0"] // prints huge streams of information about internal workings, entire contents of files being read/written, etc.  Not recommended!
developer_loadfile is "0" ["0"] // prints name and size of every file loaded via the FS_LoadFile function (which is almost everything)
developer_loading is "0" ["0"] // prints information about files as they are loaded or unloaded successfully
developer_memory is "0" ["0"] // prints debugging information about memory allocations
developer_memorydebug is "0" ["0"] // enables memory corruption checks (very slow)
developer_networkentities is "0" ["0"] // prints received entities, value is 0-10 (higher for more info, 10 being the most verbose)
developer_networking is "0" ["0"] // prints all received and sent packets (recommended only for debugging)
developer_texturelogging is "0" ["0"] // produces a textures.log file containing names of skins and map textures the engine tried to load
edgefriction is "1" ["1"] // how much you slow down when nearing a ledge you might fall off, multiplier of sv_friction (Quake used 2, QuakeWorld used 1 due to a bug in physics code)
forceqmenu is "0" ["0"] // enables the quake menu instead of the quakec menu.dat (if present)
fov is "90" ["90"] // field of vision, 1-170 degrees, default 90, some players use 110-130
fraglimit is "0" ["0"] // ends level if this many frags is reached by any player
freelook is "1" ["1"] // mouse controls pitch instead of forward/back
fs_empty_files_in_pack_mark_deletions is "0" ["0"] // if enabled, empty files in a pak/pk3 count as not existing but cancel the search in further packs, effectively allowing patch pak/pk3 files to 'delete' files
fs_gamedir is "" [""] // the list of currently selected gamedirs (use the 'gamedir' command to change this)
gamecfg is "0" ["0"] // unused cvar in quake, can be used by mods
gameversion is "0" ["0"] // version of game data (mod-specific) to be sent to querying clients
gameversion_max is "-1" ["-1"] // maximum version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible; if -1, gameversion is used alone
gameversion_min is "-1" ["-1"] // minimum version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible; if -1, gameversion is used alone
gl_combine is "1" ["1"] // indicates whether the OpenGL 1.3 rendering path is active
gl_dither is "1" ["1"] // enables OpenGL dithering (16bit looks bad with this off)
gl_ext_separatestencil is "1" ["1"] // make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension
gl_ext_stenciltwoside is "1" ["1"] // make use of GL_EXT_stenciltwoside extension (NVIDIA only)
gl_finish is "0" ["0"] // make the cpu wait for the graphics processor at the end of each rendered frame (can help with strange input or video lag problems on some machines)
gl_flashblend is "0" ["0"] // render bright coronas for dynamic lights instead of actual lighting, fast but ugly
gl_info_driver is "opengl32.dll" [""] // name of driver library (opengl32.dll, libGL.so.1, or whatever).
gl_info_extensions is " wgl  WGL_ARB_pixel_format  wgl  WGL_EXT_swap_control  glbase  2.0  glshaders130  GL_ARB_depth_texture  GL_ARB_draw_buffers  GL_ARB_multitexture  GL_ARB_occlusion_query  GL_ARB_shadow  GL_ARB_texture_compression  GL_ARB_texture_cube_map  GL_ARB_texture_env_combine  GL_ARB_texture_gather  GL_ARB_texture_non_power_of_two  GL_ARB_vertex_buffer_object  GL_ARB_uniform_buffer_object  separatestencil  GL_EXT_blend_minmax  GL_EXT_blend_subtract  GL_EXT_blend_func_separate  drawrangeelements  GL_ARB_framebuffer_object  GL_EXT_packed_depth_stencil  GL_EXT_stencil_two_side  GL_EXT_texture3D  GL_EXT_texture_compression_s3tc  GL_EXT_texture_edge_clamp  GL_EXT_texture_filter_anisotropic  GL_EXT_texture_sRGB  GL_ARB_multisample " [""] // indicates extension list found by engine, space separated.
gl_info_platform is "WGL" [""] // indicates GL platform: WGL, GLX, or AGL.
gl_info_renderer is "NVIDIA GeForce GTX 1660/PCIe/SSE2" [""] // indicates graphics chip model and other information
gl_info_vendor is "NVIDIA Corporation" [""] // indicates brand of graphics chip
gl_info_version is "4.6.0 NVIDIA 531.41" [""] // indicates version of current renderer. begins with 1.0.0, 1.1.0, 1.2.0, 1.3.1 etc.
gl_lightmaps is "0" ["0"] // draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading
gl_max_lightmapsize is "1024" ["1024"] // maximum allowed texture size for lightmap textures, use larger values to improve rendering speed, as long as there is enough video memory available (setting it too high for the hardware will cause very bad performance)
gl_max_size is "2048" ["2048"] // maximum allowed texture size, can be used to reduce video memory usage, limited by hardware capabilities (typically 2048, 4096, or 8192)
gl_mesh_drawrangeelements is "1" ["1"] // use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)
gl_mesh_testmanualfeeding is "0" ["0"] // use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)
gl_nopartialtextureupdates is "0" ["0"] // use alternate path for dynamic lightmap updates that avoids a possibly slow code path in the driver
gl_paranoid is "0" ["0"] // enables OpenGL error checking and other tests
gl_picmip is "0" ["0"] // reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75%
gl_picmip_other is "0" ["0"] // extra picmip level for other textures (may be negative, which will then reduce gl_picmip for these)
gl_picmip_sprites is "0" ["0"] // extra picmip level for sprite textures (may be negative, which will then reduce gl_picmip for these)
gl_picmip_world is "0" ["0"] // extra picmip level for world textures (may be negative, which will then reduce gl_picmip for these)
gl_polyblend is "1" ["1"] // tints view while underwater, hurt, etc
gl_printcheckerror is "0" ["0"] // prints all OpenGL error checks, useful to identify location of driver crashes
gl_texture_anisotropy is "1" ["1"] // anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values
gl_texturecompression is "0" ["0"] // whether to compress textures, a value of 0 disables compression (even if the individual cvars are 1), 1 enables fast (low quality) compression at startup, 2 enables slow (high quality) compression at startup
gl_texturecompression_2d is "0" ["0"] // whether to compress 2d (hud/menu) textures other than the font
gl_texturecompression_color is "1" ["1"] // whether to compress colormap (diffuse) textures
gl_texturecompression_gloss is "1" ["1"] // whether to compress glossmap (specular) textures
gl_texturecompression_glow is "1" ["1"] // whether to compress glowmap (luma) textures
gl_texturecompression_lightcubemaps is "1" ["1"] // whether to compress light cubemaps (spotlights and other light projection images)
gl_texturecompression_normal is "0" ["0"] // whether to compress normalmap (normalmap) textures
gl_texturecompression_q3bspdeluxemaps is "0" ["0"] // whether to compress deluxemaps in q3bsp format levels (only levels compiled with q3map2 -deluxe have these)
gl_texturecompression_q3bsplightmaps is "0" ["0"] // whether to compress lightmaps in q3bsp format levels
gl_texturecompression_reflectmask is "1" ["1"] // whether to compress reflection cubemap masks (mask of which areas of the texture should reflect the generic shiny cubemap)
gl_texturecompression_sky is "0" ["0"] // whether to compress sky textures
gl_texturecompression_sprites is "1" ["1"] // whether to compress sprites
gl_vbo is "3" ["3"] // make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)
gl_vbo_dynamicindex is "0" ["0"] // make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles
gl_vbo_dynamicvertex is "0" ["0"] // make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles
halflifebsp is "0" ["0"] // indicates the current map is hlbsp format (useful to know because of different bounding box sizes)
host_framerate is "0" ["0"] // locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed
host_maxwait is "1000" ["1000"] // maximum sleep time requested from the operating system in millisecond. Larger sleeps will be done using multiple host_maxwait length sleeps. Lowering this value will increase CPU load, but may help working around problems with accuracy of sleep times.
host_speeds is "0" ["0"] // reports how much time is used in server/graphics/sound
hostname is "UNNAME" ["UNNAMED"] // server message to show in server browser
in_pitch_max is "90" ["90"] // how far you can aim downward (quake used 80)
in_pitch_min is "-90" ["-90"] // how far you can aim upward (quake used -70)
joy_active is "0" ["0"] // indicates that a joystick is active (detected and enabled)
joy_axisforward is "1" ["1"] // which joystick axis to query for forward/backward movement
joy_axiskeyevents is "0" ["0"] // generate uparrow/leftarrow etc. keyevents for joystick axes, use if your joystick driver is not generating them
joy_axiskeyevents_deadzone is "0.5" ["0.5"] // deadzone value for axes
joy_axispitch is "3" ["3"] // which joystick axis to query for looking up/down
joy_axisside is "0" ["0"] // which joystick axis to query for right/left movement
joy_axisup is "-1" ["-1"] // which joystick axis to query for up/down movement
joy_axisyaw is "2" ["2"] // which joystick axis to query for looking right/left
joy_deadzoneforward is "0" ["0"] // deadzone tolerance, suggested values are in the range 0 to 0.01
joy_deadzonepitch is "0" ["0"] // deadzone tolerance, suggested values are in the range 0 to 0.01
joy_deadzoneside is "0" ["0"] // deadzone tolerance, suggested values are in the range 0 to 0.01
joy_deadzoneup is "0" ["0"] // deadzone tolerance, suggested values are in the range 0 to 0.01
joy_deadzoneyaw is "0" ["0"] // deadzone tolerance, suggested values are in the range 0 to 0.01
joy_detected is "0" ["0"] // number of joysticks detected by engine
joy_enable is "0" ["0"] // enables joystick support
joy_index is "0" ["0"] // selects which joystick to use if you have multiple (0 uses the first controller, 1 uses the second, ...)
joy_sensitivityforward is "-1" ["-1"] // movement multiplier
joy_sensitivitypitch is "1" ["1"] // movement multiplier
joy_sensitivityside is "1" ["1"] // movement multiplier
joy_sensitivityup is "1" ["1"] // movement multiplier
joy_sensitivityyaw is "-1" ["-1"] // movement multiplier
joy_x360_axisforward is "1" ["1"] // which joystick axis to query for forward/backward movement
joy_x360_axispitch is "3" ["3"] // which joystick axis to query for looking up/down
joy_x360_axisside is "0" ["0"] // which joystick axis to query for right/left movement
joy_x360_axisup is "-1" ["-1"] // which joystick axis to query for up/down movement
joy_x360_axisyaw is "2" ["2"] // which joystick axis to query for looking right/left
joy_x360_deadzoneforward is "0.266" ["0.266"] // deadzone tolerance, suggested values are in the range 0 to 0.01
joy_x360_deadzonepitch is "0.266" ["0.266"] // deadzone tolerance, suggested values are in the range 0 to 0.01
joy_x360_deadzoneside is "0.266" ["0.266"] // deadzone tolerance, suggested values are in the range 0 to 0.01
joy_x360_deadzoneup is "0.266" ["0.266"] // deadzone tolerance, suggested values are in the range 0 to 0.01
joy_x360_deadzoneyaw is "0.266" ["0.266"] // deadzone tolerance, suggested values are in the range 0 to 0.01
joy_x360_sensitivityforward is "1" ["1"] // movement multiplier
joy_x360_sensitivitypitch is "-1" ["-1"] // movement multiplier
joy_x360_sensitivityside is "1" ["1"] // movement multiplier
joy_x360_sensitivityup is "1" ["1"] // movement multiplier
joy_x360_sensitivityyaw is "-1" ["-1"] // movement multiplier
joy_xinputavailable is "0" ["0"] // indicates which devices are being reported by the Windows XInput API (first controller = 1, second = 2, third = 4, fourth = 8, added together)
locksession is "0" ["0"] // Lock the session? 0 = no, 1 = yes and abort on failure, 2 = yes and continue on failure
locs_enable is "1" ["1"] // enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)
locs_show is "0" ["0"] // shows defined locations for editing purposes
log_dest_udp is "" [""] // UDP address to log messages to (in QW rcon compatible format); multiple destinations can be separated by spaces; DO NOT SPECIFY DNS NAMES HERE
log_file is "cvar.txt" [""] // filename to log messages to
log_file_stripcolors is "0" ["0"] // strip color codes from log messages
lookspring is "0" ["0"] // returns pitch to level with the floor when no longer holding a pitch key
lookstrafe is "0" ["0"] // move instead of turning
m_accelerate is "1" ["1"] // mouse acceleration factor (try 2)
m_accelerate_filter is "0.1" ["0.1"] // mouse acceleration factor filtering
m_accelerate_maxspeed is "10000" ["10000"] // above this speed, full acceleration is done
m_accelerate_minspeed is "5000" ["5000"] // below this speed, no acceleration is done
m_filter is "0" ["0"] // smoothes mouse movement, less responsive but smoother aiming
m_forward is "1" ["1"] // mouse forward speed multiplier
m_pitch is "0.022" ["0.022"] // mouse pitch speed multiplier
m_side is "0.8" ["0.8"] // mouse side speed multiplier
m_yaw is "0.022" ["0.022"] // mouse yaw speed multiplier
mastervolume is "0.7" ["0.7"] // master volume
menu_options_colorcontrol_correctionvalue is "0.5" ["0.5"] // intensity value that matches up to white/black dither pattern, should be 0.5 for linear color
menu_progs is "menu.dat" ["menu.dat"] // name of quakec menu.dat file
mod_alias_force_animated is "" [""] // if set to an non-empty string, overrides the is-animated flag of any alias models (for benchmarking)
mod_alias_supporttagscale is "1" ["1"] // support scaling factors in bone/tag attachment matrices as supported by MD3
mod_bsp_portalize is "1" ["1"] // enables portal generation from BSP tree (may take several seconds per map), used by r_drawportals, r_useportalculling, r_shadow_realtime_world_compileportalculling, sv_cullentities_portal
mod_collision_bih is "1" ["1"] // enables use of generated Bounding Interval Hierarchy tree instead of compiled bsp tree in collision code
mod_generatelightmaps_borderpixels is "2" ["2"] // extra space around polygons to prevent sampling artifacts
mod_generatelightmaps_gridradius is "64" ["64"] // sampling area around each lightgrid cell center
mod_generatelightmaps_gridsamples is "64" ["64"] // number of shadow tests done per lightgrid cell
mod_generatelightmaps_lightmapradius is "16" ["16"] // sampling area around each lightmap pixel
mod_generatelightmaps_lightmapsamples is "16" ["16"] // number of shadow tests done per lightmap pixel
mod_generatelightmaps_texturesize is "1024" ["1024"] // size of lightmap textures
mod_generatelightmaps_unitspersample is "8" ["8"] // lightmap resolution
mod_generatelightmaps_vertexradius is "16" ["16"] // sampling area around each vertex
mod_generatelightmaps_vertexsamples is "16" ["16"] // number of shadow tests done per vertex
mod_noshader_default_offsetmapping is "1" ["1"] // use offsetmapping by default on all surfaces that are not using q3 shader files
mod_obj_orientation is "1" ["1"] // fix orientation of OBJ models to the usual conventions (if zero, use coordinates as is)
mod_q1bsp_polygoncollisions is "0" ["0"] // disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)
mod_q3bsp_curves_collisions is "1" ["1"] // enables collisions with curves (SLOW)
mod_q3bsp_curves_collisions_stride is "16" ["16"] // collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)
mod_q3bsp_curves_stride is "16" ["16"] // particle effect collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)
mod_q3bsp_debugtracebrush is "0" ["0"] // selects different tracebrush bsp recursion algorithms (for debugging purposes only)
mod_q3bsp_lightmapmergepower is "4" ["4"] // merges the quake3 128x128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ...
mod_q3bsp_nolightmaps is "0" ["0"] // do not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly)
mod_q3bsp_optimizedtraceline is "1" ["1"] // whether to use optimized traceline code for line traces (as opposed to tracebox code)
mod_q3bsp_sRGBlightmaps is "0" ["0"] // treat lightmaps from Q3 maps as sRGB when vid_sRGB is active
mod_q3bsp_tracelineofsight_brushes is "0" ["0"] // enables culling of entities behind detail brushes, curves, etc
mod_q3shader_default_offsetmapping is "1" ["1"] // use offsetmapping by default on all surfaces that are using q3 shader files
mod_q3shader_default_offsetmapping_bias is "0" ["0"] // default bias used for offsetmapping
mod_q3shader_default_offsetmapping_scale is "1" ["1"] // default scale used for offsetmapping
mod_q3shader_default_polygonfactor is "0" ["0"] // biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts
mod_q3shader_default_polygonoffset is "-2" ["-2"] // biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts
mod_q3shader_force_addalpha is "0" ["0"] // treat GL_ONE GL_ONE (or add) blendfunc as GL_SRC_ALPHA GL_ONE for compatibility with older DarkPlaces releases
mod_q3shader_force_terrain_alphaflag is "0" ["0"] // for multilayered terrain shaders force TEXF_ALPHA flag on both layers
mod_recalculatenodeboxes is "1" ["1"] // enables use of generated node bounding boxes based on BSP tree portal reconstruction, rather than the node boxes supplied by the map compiler
music_playlist_current0 is "0" ["0"] // current track index to play in list
music_playlist_current1 is "0" ["0"] // current track index to play in list
music_playlist_current2 is "0" ["0"] // current track index to play in list
music_playlist_current3 is "0" ["0"] // current track index to play in list
music_playlist_current4 is "0" ["0"] // current track index to play in list
music_playlist_current5 is "0" ["0"] // current track index to play in list
music_playlist_current6 is "0" ["0"] // current track index to play in list
music_playlist_current7 is "0" ["0"] // current track index to play in list
music_playlist_current8 is "0" ["0"] // current track index to play in list
music_playlist_current9 is "0" ["0"] // current track index to play in list
music_playlist_index is "-1" ["-1"] // selects which of the music_playlist_ variables is the active one, -1 disables playlists
music_playlist_list0 is "" [""] // list of tracks to play
music_playlist_list1 is "" [""] // list of tracks to play
music_playlist_list2 is "" [""] // list of tracks to play
music_playlist_list3 is "" [""] // list of tracks to play
music_playlist_list4 is "" [""] // list of tracks to play
music_playlist_list5 is "" [""] // list of tracks to play
music_playlist_list6 is "" [""] // list of tracks to play
music_playlist_list7 is "" [""] // list of tracks to play
music_playlist_list8 is "" [""] // list of tracks to play
music_playlist_list9 is "" [""] // list of tracks to play
music_playlist_random0 is "0" ["0"] // enables random play order if 1, 0 is sequential play
music_playlist_random1 is "0" ["0"] // enables random play order if 1, 0 is sequential play
music_playlist_random2 is "0" ["0"] // enables random play order if 1, 0 is sequential play
music_playlist_random3 is "0" ["0"] // enables random play order if 1, 0 is sequential play
music_playlist_random4 is "0" ["0"] // enables random play order if 1, 0 is sequential play
music_playlist_random5 is "0" ["0"] // enables random play order if 1, 0 is sequential play
music_playlist_random6 is "0" ["0"] // enables random play order if 1, 0 is sequential play
music_playlist_random7 is "0" ["0"] // enables random play order if 1, 0 is sequential play
music_playlist_random8 is "0" ["0"] // enables random play order if 1, 0 is sequential play
music_playlist_random9 is "0" ["0"] // enables random play order if 1, 0 is sequential play
music_playlist_sampleposition0 is "-1" ["-1"] // resume position for track, -1 restarts every time
music_playlist_sampleposition1 is "-1" ["-1"] // resume position for track, -1 restarts every time
music_playlist_sampleposition2 is "-1" ["-1"] // resume position for track, -1 restarts every time
music_playlist_sampleposition3 is "-1" ["-1"] // resume position for track, -1 restarts every time
music_playlist_sampleposition4 is "-1" ["-1"] // resume position for track, -1 restarts every time
music_playlist_sampleposition5 is "-1" ["-1"] // resume position for track, -1 restarts every time
music_playlist_sampleposition6 is "-1" ["-1"] // resume position for track, -1 restarts every time
music_playlist_sampleposition7 is "-1" ["-1"] // resume position for track, -1 restarts every time
music_playlist_sampleposition8 is "-1" ["-1"] // resume position for track, -1 restarts every time
music_playlist_sampleposition9 is "-1" ["-1"] // resume position for track, -1 restarts every time
nehx00 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx01 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx02 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx03 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx04 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx05 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx06 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx07 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx08 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx09 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx10 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx11 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx12 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx13 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx14 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx15 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx16 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx17 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx18 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
nehx19 is "0" ["0"] // nehahra data storage cvar (used in singleplayer)
net_address is "" [""] // network address to open ipv4 ports on (if empty, use default interfaces)
net_address_ipv6 is "" [""] // network address to open ipv6 ports on (if empty, use default interfaces)
net_burstreserve is "0.3" ["0.3"] // how much of the burst time to reserve for packet size spikes
net_challengefloodblockingtimeout is "0.5" ["0.5"] // when a challenge packet is received, it will block all future challenge packets from that IP address for this many seconds (cuts down on challenge floods). DarkPlaces clients retry once per second, so this should be <= 1. Failure here may lead to connect attempts failing.
net_connectfloodblockingtimeout is "5" ["5"] // when a connection packet is received, it will block all future connect packets from that IP address for this many seconds (cuts down on connect floods). Note that this does not include retries from the same IP; these are handled earlier and let in.
net_connecttimeout is "15" ["15"] // after requesting a connection, the client must reply within this many seconds or be dropped (cuts down on connect floods). Must be above 10 seconds.
net_getstatusfloodblockingtimeout is "1" ["1"] // when a getstatus packet is received, it will block all future getstatus packets from that IP address for this many seconds (cuts down on getstatus floods). DarkPlaces retries every 4 seconds, and qstat retries once per second, so this should be <= 1. Failure here may lead to server not showing up in the server list.
net_messagetimeout is "300" ["300"] // drops players who have not sent any packets for this many seconds
net_slist_favorites is "" [""] // contains a list of IP addresses and ports to always query explicitly
net_slist_maxtries is "3" ["3"] // how many times to ask the same server for information (more times gives better ping reports but takes longer)
net_slist_pause is "0" ["0"] // when set to 1, the server list won't update until it is set back to 0
net_slist_queriesperframe is "4" ["4"] // maximum number of server information requests to send each rendered frame (guards against low framerates causing problems)
net_slist_queriespersecond is "20" ["20"] // how many server information requests to send per second
net_slist_timeout is "4" ["4"] // how long to listen for a server information response before giving up
net_test is "0" ["0"] // internal development use only, leave it alone (usually does nothing anyway)
net_tos_dscp is "32" ["32"] // DiffServ Codepoint for network sockets (may need game restart to apply)
net_usesizelimit is "2" ["2"] // use packet size limiting (0: never, 1: in non-CSQC mode, 2: always)
noaim is "1" ["1"] // QW option to disable vertical autoaim
noexit is "0" ["0"] // kills anyone attempting to use an exit
nomonsters is "0" ["0"] // unused cvar in quake, can be used by mods
nosound is "0" ["0"] // disables sound
pausable is "1" ["1"] // allow players to pause or not (otherwise, only the server admin can)
physics_ode is "0" ["0"] // run ODE physics (VERY experimental and potentially buggy)
physics_ode_allowconvex is "0" ["0"] // allow usage of Convex Hull primitive type on trimeshes that have custom 'collisionconvex' mesh. If disabled, trimesh primitive type are used.
physics_ode_autodisable is "1" ["1"] // automatic disabling of objects which dont move for long period of time, makes object stacking a lot faster
physics_ode_autodisable_steps is "10" ["10"] // how many steps object should be dormant to be autodisabled
physics_ode_autodisable_threshold_angular is "6" ["6"] // body will be disabled if it's angular move below this value
physics_ode_autodisable_threshold_linear is "0.6" ["0.6"] // body will be disabled if it's linear move below this value
physics_ode_autodisable_threshold_samples is "5" ["5"] // average threshold with this number of samples
physics_ode_autodisable_time is "0" ["0"] // how many seconds object should be dormant to be autodisabled
physics_ode_constantstep is "0" ["0"] // use constant step instead of variable step which tends to increase stability, if set to 1 uses sys_ticrate, instead uses it's own value
physics_ode_contact_cfm is "0" ["0"] // contact solver cfm parameter - Constraint Force Mixing (see ODE User Guide)
physics_ode_contact_erp is "0.96" ["0.96"] // contact solver erp parameter - Error Restitution Percent (see ODE User Guide)
physics_ode_contact_maxpoints is "16" ["16"] // maximal number of contact points between 2 objects, higher = stable (and slower), can be up to 32
physics_ode_contact_mu is "1" ["1"] // contact solver mu parameter - friction pyramid approximation 1 (see ODE User Guide)
physics_ode_contactsurfacelayer is "1" ["1"] // allows objects to overlap this many units to reduce jitter
physics_ode_iterationsperframe is "1" ["1"] // divisor for time step, runs multiple physics steps per frame
physics_ode_movelimit is "0.5" ["0.5"] // clamp velocity if a single move would exceed this percentage of object thickness, to prevent flying through walls, be aware that behavior depends of step type
physics_ode_printstats is "0" ["0"] // print ODE stats each frame
physics_ode_quadtree_depth is "5" ["5"] // desired subdivision level of quadtree culling space
physics_ode_spinlimit is "10000" ["10000"] // reset spin velocity if it gets too large
physics_ode_trick_fixnan is "1" ["1"] // engine trick that checks and fixes NaN velocity/origin/angles on objects, a value of 2 makes console prints on each fix
physics_ode_world_cfm is "-1" ["-1"] // world solver cfm parameter - Constraint Force Mixing (see ODE User Guide); not touched when -1
physics_ode_world_damping is "1" ["1"] // enabled damping scale (see ODE User Guide), this scales all damping values, be aware that behavior depends of step type
physics_ode_world_damping_angular is "0.05" ["0.05"] // world angular damping scale (see ODE User Guide); use defaults when set to -1
physics_ode_world_damping_angular_threshold is "0.1" ["0.1"] // world angular damping threshold (see ODE User Guide); use defaults when set to -1
physics_ode_world_damping_linear is "0.01" ["0.01"] // world linear damping scale (see ODE User Guide); use defaults when set to -1
physics_ode_world_damping_linear_threshold is "0.1" ["0.1"] // world linear damping threshold (see ODE User Guide); use defaults when set to -1
physics_ode_world_erp is "-1" ["-1"] // world solver erp parameter - Error Restitution Percent (see ODE User Guide); use defaults when set to -1
physics_ode_world_gravitymod is "1" ["1"] // multiplies gravity got from sv_gravity, this may be needed to tweak if strong damping is used
physics_ode_worldstep_iterations is "20" ["20"] // parameter to dWorldQuickStep
port is "26000" ["26000"] // server port for players to connect to
pr_checkextension is "1" ["1"] // indicates to QuakeC that the standard quakec extensions system is available (if 0, quakec should not attempt to use extensions)
prvm_backtraceforwarnings is "0" ["0"] // print a backtrace for warnings too
prvm_breakpointdump is "0" ["0"] // write a savegame on breakpoint to breakpoint-server.dmp
prvm_coverage is "0" ["0"] // report and count coverage events (1: per-function, 2: coverage() builtin, 4: per-statement)
prvm_errordump is "0" ["0"] // write a savegame on crash to crash-server.dmp
prvm_language is "" [""] // when set, loads PROGSFILE.LANGUAGENAME.po and common.LANGUAGENAME.po for string translations; when set to dump, PROGSFILE.pot is written from the strings in the progs
prvm_leaktest is "0" ["0"] // try to detect memory leaks in strings or entities
prvm_leaktest_ignore_classnames is "" [""] // classnames of entities to NOT leak check because they are found by find(world, classname, ...) but are actually spawned by QC code (NOT map entities)
prvm_reuseedicts_neverinsameframe is "1" ["1"] // never allows re-use of freed entity slots during same frame
prvm_reuseedicts_startuptime is "2" ["2"] // allows immediate re-use of freed entity slots during start of new level (value in seconds)
prvm_statementprofiling is "0" ["0"] // counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled)
prvm_timeprofiling is "0" ["0"] // counts how long each function has been executed, these counts are displayed in prvm_profile output (if enabled)
prvm_traceqc is "0" ["0"] // prints every QuakeC statement as it is executed (only for really thorough debugging!)
qport is "56937" ["56937"] // identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)
r_ambient is "0" ["0"] // brightens map, value is 0-128
r_batch_debugdynamicvertexpath is "0" ["0"] // force the dynamic batching code path for debugging purposes
r_batch_dynamicbuffer is "0" ["0"] // use vertex/index buffers for drawing dynamic and copytriangles batches
r_batch_multidraw is "1" ["1"] // issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)
r_batch_multidraw_mintriangles is "0" ["0"] // minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)
r_bloom is "0" ["0"] // enables bloom effect (makes bright pixels affect neighboring pixels)
r_bloom_blur is "4" ["4"] // how large the glow is
r_bloom_brighten is "2" ["2"] // how bright the glow is, after subtract/power
r_bloom_colorexponent is "1" ["1"] // how exaggerated the glow is
r_bloom_colorscale is "1" ["1"] // how bright the glow is
r_bloom_colorsubtract is "0.125" ["0.125"] // reduces bloom colors by a certain amount
r_bloom_resolution is "320" ["320"] // what resolution to perform the bloom effect at (independent of screen resolution)
r_bloom_scenebrightness is "1" ["1"] // global rendering brightness when bloom is enabled
r_buffermegs_index16 is "1" ["1"] // index buffer size for one frame (16bit indices)
r_buffermegs_index32 is "2" ["1"] // index buffer size for one frame (32bit indices)
r_buffermegs_uniform is "0.25" ["0.25"] // uniform buffer size for one frame
r_buffermegs_vertex is "4" ["4"] // vertex buffer size for one frame
r_celoutlines is "0" ["0"] // cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)
r_celshading is "0" ["0"] // cartoon-style light shading (OpenGL 2.x only)
r_colormap_palette is "gfx/colormap_palette.lmp" ["gfx/colormap_palette.lmp"] // name of a palette lmp file to override the shirt/pants colors of player models. It consists of 16 shirt colors, 16 scoreboard shirt colors, 16 pants colors and 16 scoreboard pants colors
r_coronas is "1" ["1"] // brightness of corona flare effects around certain lights, 0 disables corona effects
r_coronas_occlusionquery is "0" ["0"] // use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!
r_coronas_occlusionsizescale is "0.1" ["0.1"] // size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity
r_cullentities_trace is "1" ["1"] // probabistically cull invisible entities
r_cullentities_trace_delay is "1" ["1"] // number of seconds until the entity gets actually culled
r_cullentities_trace_enlarge is "0" ["0"] // box enlargement for entity culling
r_cullentities_trace_samples is "2" ["2"] // number of samples to test for entity culling (in addition to center sample)
r_cullentities_trace_tempentitysamples is "-1" ["-1"] // number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)
r_damageblur is "0" ["0"] // screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!
r_deformvertexes is "1" ["1"] // allows use of deformvertexes in shader files (can be turned off to check performance impact)
r_depthfirst is "0" ["0"] // renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth
r_draw2d is "1" ["1"] // draw 2D stuff (dangerous to turn off)
r_drawdecals is "1" ["1"] // enables drawing of decals
r_drawdecals_drawdistance is "500" ["500"] // decals further than drawdistance*size will not be drawn
r_draweffects is "1" ["1"] // renders temporary sprite effects
r_drawentities is "1" ["1"] // draw entities (doors, players, projectiles, etc)
r_drawexplosions is "1" ["1"] // enables rendering of explosion shells (see also cl_particles_explosions_shell)
r_drawexteriormodel is "1" ["1"] // draw your player model (e.g. in chase cam, reflections)
r_drawfog is "1" ["1"] // allows one to disable fog rendering
r_drawparticles is "1" ["1"] // enables drawing of particles
r_drawparticles_drawdistance is "2000" ["2000"] // particles further than drawdistance*size will not be drawn
r_drawparticles_nearclip_max is "4" ["4"] // particles closer than drawnearclip_min will be faded
r_drawparticles_nearclip_min is "4" ["4"] // particles closer than drawnearclip_min will not be drawn
r_drawportals is "0" ["0"] // shows portals (separating polygons) in world interior in quake1 maps
r_drawviewmodel is "1" ["1"] // draw your weapon model
r_drawworld is "1" ["1"] // draw world (most static stuff)
r_dynamic is "1" ["1"] // enables dynamic lights (rocket glow and such)
r_editlights is "0" ["0"] // enables .rtlights file editing mode
r_editlights_current_ambient is "0" ["0"] // ambient intensity of selected light
r_editlights_current_angles is "0 0 0" ["0 0 0"] // angles of selected light
r_editlights_current_color is "1 1 1" ["1 1 1"] // color of selected light
r_editlights_current_corona is "0" ["0"] // corona intensity of selected light
r_editlights_current_coronasize is "0" ["0"] // corona size of selected light
r_editlights_current_cubemap is "0" ["0"] // cubemap of selected light
r_editlights_current_diffuse is "1" ["1"] // diffuse intensity of selected light
r_editlights_current_normalmode is "0" ["0"] // normalmode flag of selected light
r_editlights_current_origin is "0 0 0" ["0 0 0"] // origin of selected light
r_editlights_current_radius is "0" ["0"] // radius of selected light
r_editlights_current_realtimemode is "0" ["0"] // realtimemode flag of selected light
r_editlights_current_shadows is "0" ["0"] // shadows flag of selected light
r_editlights_current_specular is "1" ["1"] // specular intensity of selected light
r_editlights_current_style is "0" ["0"] // style of selected light
r_editlights_cursordistance is "1024" ["1024"] // maximum distance of cursor from eye
r_editlights_cursorgrid is "4" ["4"] // snaps cursor to this grid size
r_editlights_cursorpushback is "0" ["0"] // how far to pull the cursor back toward the eye
r_editlights_cursorpushoff is "4" ["4"] // how far to push the cursor off the impacted surface
r_editlights_drawproperties is "1" ["1"] // draw properties of currently selected light
r_editlights_quakelightsizescale is "1" ["1"] // changes size of light entities loaded from a map
r_enableshadowvolumes is "1" ["1"] // Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off
r_equalize_entities_by is "0.7" ["0.7"] // light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)
r_equalize_entities_fullbright is "0" ["0"] // render fullbright entities by equalizing their lightness, not by not rendering light
r_equalize_entities_minambient is "0.5" ["0.5"] // light equalizing: ensure at least this ambient/diffuse ratio
r_equalize_entities_to is "0.8" ["0.8"] // light equalizing: target light level
r_explosionclip is "1" ["1"] // enables collision detection for explosion shell (so that it flattens against walls and floors)
r_fakelight is "0" ["0"] // render 'fake' lighting instead of real lightmaps
r_fakelight_intensity is "0.75" ["0.75"] // fakelight intensity modifier
r_farclip_base is "65536" ["65536"] // farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0
r_farclip_world is "2" ["2"] // adds map size to farclip multiplied by this value
r_fixtrans_auto is "0" ["0"] // automatically fixtrans textures (when set to 2, it also saves the fixed versions to a fixtrans directory)
r_fog_clear is "1" ["1"] // clears renderbuffer with fog color before render starts
r_fog_exp2 is "0" ["0"] // uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog
r_font_antialias is "1" ["1"] // 0 = monochrome, 1 = grey
r_font_compress is "0" ["0"] // use texture compression on font textures to save video memory
r_font_disable_freetype is "0" ["0"] // disable freetype support for fonts entirely
r_font_diskcache is "0" ["0"] // save font textures to disk for future loading rather than generating them every time
r_font_hinting is "3" ["3"] // 0 = no hinting, 1 = light autohinting, 2 = full autohinting, 3 = full hinting
r_font_kerning is "1" ["1"] // Use kerning if available
r_font_nonpoweroftwo is "1" ["1"] // use nonpoweroftwo textures for font (saves memory, potentially slower)
r_font_postprocess_blur is "0" ["0"] // font blur amount
r_font_postprocess_outline is "0" ["0"] // font outline amount
r_font_postprocess_shadow_x is "0" ["0"] // font shadow X shift amount, applied during outlining
r_font_postprocess_shadow_y is "0" ["0"] // font shadow Y shift amount, applied during outlining
r_font_postprocess_shadow_z is "0" ["0"] // font shadow Z shift amount, applied during blurring
r_font_size_snapping is "1" ["1"] // stick to good looking font sizes whenever possible - bad when the mod doesn't support it!
r_font_use_alpha_textures is "0" ["0"] // use alpha-textures for font rendering, this should safe memory
r_framedatasize is "0.5" ["0.5"] // size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)
r_fullbright is "0" ["0"] // makes map very bright and renders faster
r_fullbrights is "1" ["1"] // enables glowing pixels in quake textures (changes need r_restart to take effect)
r_fxaa is "1" ["1"] // fast approximate anti aliasing
r_glsl is "1" ["1"] // indicates whether the OpenGL 2.0 rendering path is active
r_glsl_deluxemapping is "1" ["1"] // use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)
r_glsl_offsetmapping is "0" ["0"] // offset mapping effect (also known as parallax mapping or virtual displacement mapping)
r_glsl_offsetmapping_lod is "0" ["0"] // apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps
r_glsl_offsetmapping_lod_distance is "32" ["32"] // first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc.
r_glsl_offsetmapping_reliefmapping is "0" ["0"] // relief mapping effect (higher quality)
r_glsl_offsetmapping_reliefmapping_refinesteps is "5" ["5"] // relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)
r_glsl_offsetmapping_reliefmapping_steps is "10" ["10"] // relief mapping steps (note: too high values may be not supported by your GPU)
r_glsl_offsetmapping_scale is "0.04" ["0.04"] // how deep the offset mapping effect is
r_glsl_offsetmapping_steps is "2" ["2"] // offset mapping steps (note: too high values may be not supported by your GPU)
r_glsl_postprocess is "0" ["0"] // use a GLSL postprocessing shader
r_glsl_postprocess_uservec1 is "0 0 0 0" ["0 0 0 0"] // a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)
r_glsl_postprocess_uservec1_enable is "1" ["1"] // enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)
r_glsl_postprocess_uservec2 is "0 0 0 0" ["0 0 0 0"] // a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)
r_glsl_postprocess_uservec2_enable is "1" ["1"] // enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)
r_glsl_postprocess_uservec3 is "0 0 0 0" ["0 0 0 0"] // a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)
r_glsl_postprocess_uservec3_enable is "1" ["1"] // enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)
r_glsl_postprocess_uservec4 is "0 0 0 0" ["0 0 0 0"] // a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)
r_glsl_postprocess_uservec4_enable is "1" ["1"] // enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)
r_glsl_saturation is "1" ["1"] // saturation multiplier (only working in glsl!)
r_glsl_saturation_redcompensate is "0" ["0"] // a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required
r_glsl_skeletal is "1" ["1"] // render skeletal models faster using a gpu-skinning technique
r_glsl_vertextextureblend_usebothalphas is "0" ["0"] // use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on.
r_hdr_glowintensity is "1" ["1"] // how bright light emitting textures should appear
r_hdr_irisadaptation is "0" ["0"] // adjust scene brightness according to light intensity at player location
r_hdr_irisadaptation_fade_down is "0.5" ["0.5"] // fade rate at which value adjusts to brightness
r_hdr_irisadaptation_fade_up is "0.1" ["0.1"] // fade rate at which value adjusts to darkness
r_hdr_irisadaptation_maxvalue is "4" ["4"] // maximum value that can result from multiplier / brightness
r_hdr_irisadaptation_minvalue is "0.5" ["0.5"] // minimum value that can result from multiplier / brightness
r_hdr_irisadaptation_multiplier is "2" ["2"] // brightness at which value will be 1.0
r_hdr_irisadaptation_radius is "15" ["15"] // lighting within this many units of the eye is averaged
r_hdr_irisadaptation_value is "1" ["1"] // current value as scenebrightness multiplier, changes continuously when irisadaptation is active
r_hdr_scenebrightness is "1" ["1"] // global rendering brightness
r_labelsprites_roundtopixels is "1" ["1"] // try to make label sprites sharper by rounding their size to 0.5x or 1x and by rounding their position to whole pixels if possible
r_labelsprites_scale is "1" ["1"] // global scale to apply to label sprites before conversion to HUD coordinates
r_lerpimages is "1" ["1"] // bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0)
r_lerplightstyles is "0" ["0"] // enable animation smoothing on flickering lights
r_lerpmodels is "1" ["1"] // enables animation smoothing on models
r_lerpsprites is "1" ["1"] // enables animation smoothing on sprites
r_letterbox is "0" ["0"] // reduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes)
r_lightningbeam_color_blue is "1" ["1"] // color of the lightning beam effect
r_lightningbeam_color_green is "1" ["1"] // color of the lightning beam effect
r_lightningbeam_color_red is "1" ["1"] // color of the lightning beam effect
r_lightningbeam_qmbtexture is "0" ["0"] // load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better
r_lightningbeam_repeatdistance is "128" ["128"] // how far to stretch the texture along the lightning beam effect
r_lightningbeam_scroll is "5" ["5"] // speed of texture scrolling on the lightning beam effect
r_lightningbeam_thickness is "4" ["4"] // thickness of the lightning beam effect
r_lockpvs is "0" ["0"] // disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)
r_lockvisibility is "0" ["0"] // disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)
r_mipnormalmaps is "1" ["1"] // mipmaps normalmaps (turning it off looks sharper but may have aliasing)
r_mipskins is "0" ["0"] // mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors
r_mipsprites is "1" ["1"] // mipmaps sprites so they render faster in the distance and do not display noise artifacts
r_motionblur is "0" ["0"] // screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!
r_motionblur_averaging is "0.1" ["0.1"] // sliding average reaction time for velocity (higher = slower adaption to change)
r_motionblur_maxblur is "0.9" ["0.9"] // maxmimum amount of blur
r_motionblur_minblur is "0.5" ["0.5"] // factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)
r_motionblur_mousefactor is "2" ["2"] // factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get
r_motionblur_mousefactor_maxspeed is "50" ["50"] // upper value of mouse acceleration when it reaches the peak factor into blur equation
r_motionblur_mousefactor_minspeed is "0" ["0"] // lower value of mouse acceleration when it starts to factor into blur equation
r_motionblur_randomize is "0.1" ["0.1"] // randomizing coefficient to workaround ghosting
r_motionblur_velocityfactor is "1" ["1"] // factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get
r_motionblur_velocityfactor_maxspeed is "800" ["800"] // upper value of velocity when it reaches the peak factor into blur equation
r_motionblur_velocityfactor_minspeed is "400" ["400"] // lower value of velocity when it starts to factor into blur equation
r_nearclip is "1" ["1"] // distance from camera of nearclip plane
r_nearest_2d is "0" ["0"] // use nearest filtering on all 2d textures (including conchars)
r_nearest_conchars is "0" ["0"] // use nearest filtering on conchars texture
r_nosurftextures is "0" ["0"] // pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)
r_novis is "0" ["0"] // draws whole level, see also sv_cullentities_pvs 0
r_overheadsprites_perspective is "5" ["5"] // fake perspective effect for SPR_OVERHEAD sprites
r_overheadsprites_pushback is "15" ["15"] // how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)
r_overheadsprites_scalex is "1" ["1"] // additional scale for overhead sprites for x axis
r_overheadsprites_scaley is "1" ["1"] // additional scale for overhead sprites for y axis
r_picmipsprites is "1" ["1"] // make gl_picmip affect sprites too (saves some graphics memory in sprite heavy games) (setting this to 0 is a shorthand for gl_picmip_sprites -9999999)
r_picmipworld is "1" ["1"] // whether gl_picmip shall apply to world textures too (setting this to 0 is a shorthand for gl_picmip_world -9999999)
r_polygonoffset_decals_factor is "0" ["0"] // biases depth values of decals to prevent z-fighting artifacts
r_polygonoffset_decals_offset is "-14" ["-14"] // biases depth values of decals to prevent z-fighting artifacts
r_polygonoffset_submodel_factor is "0" ["0"] // biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps
r_polygonoffset_submodel_offset is "14" ["14"] // biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps
r_q1bsp_skymasking is "1" ["1"] // allows sky polygons in quake1 maps to obscure other geometry
r_q3bsp_renderskydepth is "0" ["0"] // draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things
r_render is "1" ["1"] // enables rendering 3D views (you want this on!)
r_renderview is "1" ["1"] // enables rendering 3D views (you want this on!)
r_shadow_bouncegrid is "0" ["0"] // perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)
r_shadow_bouncegrid_bounceanglediffuse is "0" ["0"] // use random bounce direction rather than true reflection, makes some corner areas dark
r_shadow_bouncegrid_directionalshading is "0" ["0"] // use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data
r_shadow_bouncegrid_dlightparticlemultiplier is "0" ["0"] // if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons
r_shadow_bouncegrid_hitmodels is "0" ["0"] // enables hitting character model geometry (SLOW)
r_shadow_bouncegrid_includedirectlighting is "0" ["0"] // allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)
r_shadow_bouncegrid_intensity is "4" ["4"] // overall brightness of bouncegrid texture
r_shadow_bouncegrid_lightradiusscale is "8" ["8"] // particles stop at this fraction of light radius (can be more than 1)
r_shadow_bouncegrid_maxbounce is "4" ["4"] // maximum number of bounces for a particle (minimum is 0)
r_shadow_bouncegrid_particlebounceintensity is "1" ["1"] // amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce
r_shadow_bouncegrid_particleintensity is "1" ["1"] // brightness of particles contributing to bouncegrid texture
r_shadow_bouncegrid_photons is "500" ["500"] // total photons to shoot per update, divided proportionately between lights
r_shadow_bouncegrid_spacing is "128" ["128"] // unit size of bouncegrid pixel
r_shadow_bouncegrid_stablerandom is "1" ["1"] // make particle distribution consistent from frame to frame
r_shadow_bouncegrid_static is "0" ["0"] // use static radiosity solution (high quality) rather than dynamic (splotchy)
r_shadow_bouncegrid_static_directionalshading is "1" ["1"] // whether to use directionalshading when in static mode
r_shadow_bouncegrid_static_lightradiusscale is "10" ["10"] // particles stop at this fraction of light radius (can be more than 1) when in static mode
r_shadow_bouncegrid_static_maxbounce is "5" ["5"] // maximum number of bounces for a particle (minimum is 0) in static mode
r_shadow_bouncegrid_static_photons is "25000" ["25000"] // photons value to use when in static mode
r_shadow_bouncegrid_updateinterval is "0" ["0"] // update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000
r_shadow_bouncegrid_x is "128" ["128"] // maximum texture size of bouncegrid on X axis
r_shadow_bouncegrid_y is "128" ["128"] // maximum texture size of bouncegrid on Y axis
r_shadow_bouncegrid_z is "128" ["128"] // maximum texture size of bouncegrid on Z axis
r_shadow_bumpscale_basetexture is "0" ["0"] // generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect
r_shadow_bumpscale_bumpmap is "4" ["4"] // what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect
r_shadow_debuglight is "-1" ["-1"] // renders only one light, for level design purposes or debugging
r_shadow_deferred is "0" ["0"] // uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping
r_shadow_frontsidecasting is "1" ["1"] // whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)
r_shadow_gloss is "1" ["1"] // 0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)
r_shadow_gloss2exponent is "32" ["32"] // same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces
r_shadow_gloss2intensity is "0.125" ["0.125"] // how bright the forced flat gloss should look if r_shadow_gloss is 2
r_shadow_glossexact is "0" ["0"] // use exact reflection math for gloss (slightly slower, but should look a tad better)
r_shadow_glossexponent is "32" ["32"] // how 'sharp' the gloss should appear (specular power)
r_shadow_glossintensity is "1" ["1"] // how bright textured glossmaps should look if r_shadow_gloss is 1 or 2
r_shadow_lightattenuationdividebias is "1" ["1"] // changes attenuation texture generation
r_shadow_lightattenuationlinearscale is "2" ["2"] // changes attenuation texture generation
r_shadow_lightintensityscale is "1" ["1"] // renders all world lights brighter or darker
r_shadow_lightradiusscale is "1" ["1"] // renders all world lights larger or smaller
r_shadow_polygonfactor is "0" ["0"] // how much to enlarge shadow volume polygons when rendering (should be 0!)
r_shadow_polygonoffset is "1" ["1"] // how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)
r_shadow_projectdistance is "0" ["0"] // how far to cast shadows
r_shadow_realtime_dlight is "1" ["1"] // enables rendering of dynamic lights such as explosions and rocket light
r_shadow_realtime_dlight_portalculling is "0" ["0"] // enables portal optimization on dynamic lights (slow!)
r_shadow_realtime_dlight_shadows is "1" ["1"] // enables rendering of shadows from dynamic lights
r_shadow_realtime_dlight_svbspculling is "0" ["0"] // enables svbsp optimization on dynamic lights (very slow!)
r_shadow_realtime_world is "1" ["1"] // enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)
r_shadow_realtime_world_compile is "1" ["1"] // enables compilation of world lights for higher performance rendering
r_shadow_realtime_world_compileportalculling is "1" ["1"] // enables portal-based culling optimization during compilation (overrides compilesvbsp)
r_shadow_realtime_world_compileshadow is "1" ["1"] // enables compilation of shadows from world lights for higher performance rendering
r_shadow_realtime_world_compilesvbsp is "1" ["1"] // enables svbsp optimization during compilation (slower than compileportalculling but more exact)
r_shadow_realtime_world_lightmaps is "1" ["1"] // brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance
r_shadow_realtime_world_shadows is "1" ["1"] // enables rendering of shadows from world lights
r_shadow_scissor is "1" ["1"] // use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)
r_shadow_shadowmapping is "1" ["1"] // enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1
r_shadow_shadowmapping_bias is "0.01" ["0.01"] // shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)
r_shadow_shadowmapping_bordersize is "4" ["4"] // shadowmap size bias for filtering
r_shadow_shadowmapping_depthbits is "24" ["24"] // requested minimum shadowmap texture depth bits
r_shadow_shadowmapping_filterquality is "4" ["4"] // shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)
r_shadow_shadowmapping_maxsize is "1024" ["1024"] // shadowmap size limit
r_shadow_shadowmapping_minsize is "128" ["128"] // shadowmap size limit
r_shadow_shadowmapping_nearclip is "1" ["1"] // shadowmap nearclip in world units
r_shadow_shadowmapping_polygonfactor is "2" ["2"] // slope-dependent shadowmapping bias
r_shadow_shadowmapping_polygonoffset is "0" ["0"] // constant shadowmapping bias
r_shadow_shadowmapping_precision is "1" ["1"] // makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels
r_shadow_shadowmapping_useshadowsampler is "1" ["1"] // whether to use sampler2DShadow if available
r_shadow_shadowmapping_vsdct is "1" ["1"] // enables use of virtual shadow depth cube texture
r_shadow_sortsurfaces is "1" ["1"] // improve performance by sorting illuminated surfaces by texture
r_shadow_texture3d is "1" ["1"] // use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)
r_shadow_usebihculling is "1" ["1"] // use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)
r_shadow_usenormalmap is "1" ["1"] // enables use of directional shading on lights
r_shadows is "0" ["0"] // casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting.
r_shadows_castfrombmodels is "0" ["0"] // do cast shadows from bmodels
r_shadows_darken is "0.5" ["0.5"] // how much shadowed areas will be darkened
r_shadows_drawafterrtlighting is "0" ["0"] // draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows.
r_shadows_focus is "0 0 0" ["0 0 0"] // offset the shadowed area focus
r_shadows_shadowmapbias is "-1" ["-1"] // sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON.
r_shadows_shadowmapscale is "1" ["1"] // increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON.
r_shadows_throwdirection is "0 0 -1" ["0 0 -1"] // override throwing direction for r_shadows 2
r_shadows_throwdistance is "500" ["500"] // how far to cast shadows from models
r_showbboxes is "0" ["0"] // shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)
r_showcollisionbrushes is "0" ["0"] // draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)
r_showcollisionbrushes_polygonfactor is "-1" ["-1"] // expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls
r_showcollisionbrushes_polygonoffset is "0" ["0"] // nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls
r_showdisabledepthtest is "0" ["0"] // disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing
r_showlighting is "0" ["0"] // shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful
r_shownormals is "0" ["0"] // shows per-vertex surface normals and tangent vectors for bumpmapped lighting
r_showoverdraw is "0" ["0"] // shows overlapping geometry
r_showshadowvolumes is "0" ["0"] // shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful
r_showsurfaces is "0" ["0"] // 1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)
r_showtris is "0" ["0"] // shows triangle outlines, value controls brightness (can be above 1)
r_skeletal_debugbone is "-1" ["-1"] // development cvar for testing skeletal model code
r_skeletal_debugbonecomponent is "3" ["3"] // development cvar for testing skeletal model code
r_skeletal_debugbonevalue is "100" ["100"] // development cvar for testing skeletal model code
r_skeletal_debugtranslatex is "1" ["1"] // development cvar for testing skeletal model code
r_skeletal_debugtranslatey is "1" ["1"] // development cvar for testing skeletal model code
r_skeletal_debugtranslatez is "1" ["1"] // development cvar for testing skeletal model code
r_skeletal_use_sse is "1" ["1"] // use SSE for skeletal model animation
r_sky is "1" ["1"] // enables sky rendering (black otherwise)
r_skyscroll1 is "1" ["1"] // speed at which upper clouds layer scrolls in quake sky
r_skyscroll2 is "2" ["2"] // speed at which lower clouds layer scrolls in quake sky
r_smoothnormals_areaweighting is "1" ["1"] // uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents
r_sortentities is "0" ["0"] // sort entities before drawing (might be faster)
r_speeds is "0" ["0"] // displays rendering statistics and per-subsystem timings
r_speeds_graph is "0" ["0"] // display a graph of renderer statistics 
r_speeds_graph_filter_b is "batch_triangles" ["batch_triangles"] // Blue - display the specified renderer statistic
r_speeds_graph_filter_c is "copytriangles_triangles" ["copytriangles_triangles"] // Cyan - display the specified renderer statistic
r_speeds_graph_filter_g is "batch_batches" ["batch_batches"] // Green - display the specified renderer statistic
r_speeds_graph_filter_m is "dynamic_triangles" ["dynamic_triangles"] // Magenta - display the specified renderer statistic
r_speeds_graph_filter_o is "animcache_shape_vertices" ["animcache_shape_vertices"] // Orange - display the specified renderer statistic
r_speeds_graph_filter_r is "timedelta" ["timedelta"] // Red - display the specified renderer statistic
r_speeds_graph_filter_w is "animcache_shade_vertices" ["animcache_shade_vertices"] // White - display the specified renderer statistic
r_speeds_graph_filter_y is "fast_triangles" ["fast_triangles"] // Yellow - display the specified renderer statistic
r_speeds_graph_height is "128" ["128"] // size of graph
r_speeds_graph_length is "1024" ["1024"] // number of frames in statistics graph, can be from 4 to 8192
r_speeds_graph_maxdefault is "100" ["100"] // if the minimum and maximum observed values are closer than this, use this value as the graph range (keeps small numbers from being big graphs)
r_speeds_graph_maxtimedelta is "16667" ["16667"] // maximum timedelta to display in the graph (this value will be the top line)
r_speeds_graph_seconds is "2" ["2"] // number of seconds in graph, can be from 0.1 to 120
r_speeds_graph_width is "256" ["256"] // size of graph
r_speeds_graph_x is "0" ["0"] // position of graph
r_speeds_graph_y is "0" ["0"] // position of graph
r_stereo_angle is "0" ["0"] // separation angle of eyes (makes the views look different directions, as an example, 90 gives a 90 degree separation where the views are 45 degrees left and 45 degrees right)
r_stereo_horizontal is "0" ["0"] // aspect skewed side by side view for special decoder/display hardware
r_stereo_redblue is "0" ["0"] // red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)
r_stereo_redcyan is "0" ["0"] // red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D
r_stereo_redgreen is "0" ["0"] // red/green anaglyph stereo glasses (for those who don't mind yellow)
r_stereo_separation is "4" ["4"] // separation distance of eyes in the world (negative values are only useful for cross-eyed viewing)
r_stereo_sidebyside is "0" ["0"] // side by side views for those who can't afford glasses but can afford eye strain (note: use a negative r_stereo_separation if you want cross-eyed viewing)
r_stereo_vertical is "0" ["0"] // aspect skewed top and bottom view for special decoder/display hardware
r_subdivisions_collision_maxtess is "1024" ["1024"] // maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)
r_subdivisions_collision_maxvertices is "4225" ["4225"] // maximum vertices allowed per subdivided curve
r_subdivisions_collision_mintess is "0" ["0"] // minimum number of subdivisions (values above 0 will smooth curves that don't need it)
r_subdivisions_collision_tolerance is "15" ["15"] // maximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering)
r_subdivisions_maxtess is "1024" ["1024"] // maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)
r_subdivisions_maxvertices is "65536" ["65536"] // maximum vertices allowed per subdivided curve
r_subdivisions_mintess is "0" ["0"] // minimum number of subdivisions (values above 0 will smooth curves that don't need it)
r_subdivisions_tolerance is "4" ["4"] // maximum error tolerance on curve subdivision for rendering purposes (in other words, the curves will be given as many polygons as necessary to represent curves at this quality)
r_test is "0" ["0"] // internal development use only, leave it alone (usually does nothing anyway)
r_textbrightness is "0" ["0"] // additional brightness for text color codes (0 keeps colors as is, 1 makes them all white)
r_textcontrast is "1" ["1"] // additional contrast for text color codes (1 keeps colors as is, 0 makes them all black)
r_textshadow is "2" ["2"] // draws a shadow on all text to improve readability (note: value controls offset, 1 = 1 pixel, 1.5 = 1.5 pixels, etc)
r_texture_dds_load is "0" ["0"] // load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)
r_texture_dds_load_alphamode is "1" ["1"] // 0: trust DDPF_ALPHAPIXELS flag, 1: texture format and brute force search if ambiguous, 2: texture format only
r_texture_dds_load_logfailure is "0" ["0"] // log missing DDS textures to ddstexturefailures.log, 0: done log, 1: log with no optional textures (_norm, glow etc.). 2: log all
r_texture_dds_save is "0" ["0"] // save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time
r_texture_dds_swdecode is "0" ["0"] // 0: don't software decode DDS, 1: software decode DDS if unsupported, 2: always software decode DDS
r_texture_jpeg_fastpicmip is "1" ["1"] // perform gl_picmip during decompression for JPEG files (faster)
r_textureunits is "4" ["32"] // number of texture units to use in GL 1.1 and GL 1.3 rendering paths
r_track_sprites is "1" ["1"] // track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to
r_track_sprites_flags is "1" ["1"] // 1: Rotate sprites accordingly, 2: Make it a continuous rotation
r_track_sprites_scaleh is "1" ["1"] // height scaling of tracked sprites
r_track_sprites_scalew is "1" ["1"] // width scaling of tracked sprites
r_transparent is "1" ["1"] // allows use of transparent surfaces (can be turned off to check performance impact)
r_transparent_alphatocoverage is "1" ["1"] // enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher
r_transparent_sortarraysize is "4096" ["4096"] // number of distance-sorting layers
r_transparent_sortmaxdist is "32768" ["32768"] // upper distance limit for transparent sorting
r_transparent_sortmindist is "0" ["0"] // lower distance limit for transparent sorting
r_transparent_sortsurfacesbynearest is "1" ["1"] // sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts
r_transparent_useplanardistance is "0" ["0"] // sort transparent meshes by distance from view plane rather than spherical distance to the chosen point
r_transparentdepthmasking is "0" ["0"] // enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh
r_trippy is "0" ["0"] // easter egg
r_usedepthtextures is "1" ["1"] // use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware
r_useinfinitefarclip is "1" ["1"] // enables use of a special kind of projection matrix that has an extremely large farclip
r_useportalculling is "2" ["2"] // improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)
r_usesurfaceculling is "1" ["1"] // skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces)
r_viewfbo is "0" ["0"] // enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode
r_viewscale is "1" ["1"] // scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering
r_viewscale_fpsscaling is "0" ["0"] // change resolution based on framerate
r_viewscale_fpsscaling_min is "0.0625" ["0.0625"] // worst acceptable quality
r_viewscale_fpsscaling_multiply is "5" ["5"] // adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor
r_viewscale_fpsscaling_stepmax is "1.00" ["1.00"] // largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)
r_viewscale_fpsscaling_stepsize is "0.01" ["0.01"] // smallest adjustment to hit the target framerate (this value prevents minute oscillations)
r_viewscale_fpsscaling_target is "70" ["70"] // desired framerate
r_water is "1" ["1"] // whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)
r_water_clippingplanebias is "1" ["1"] // a rather technical setting which avoids black pixels around water edges
r_water_fbo is "1" ["1"] // enables use of render to texture for water effects, otherwise copy to texture is used (slower)
r_water_hideplayer is "1" ["1"] // if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views
r_water_lowquality is "0" ["0"] // special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights
r_water_reflectdistort is "0.01" ["0.01"] // how much water reflections shimmer
r_water_refractdistort is "0.01" ["0.01"] // how much water refractions shimmer
r_water_resolutionmultiplier is "0.35" ["0.35"] // multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster
r_water_scissormode is "3" ["3"] // scissor (1) or cull (2) or both (3) water renders
r_wateralpha is "1" ["1"] // opacity of water polygons
r_waterscroll is "1" ["1"] // makes water scroll around, value controls how much
r_waterwarp is "1" ["1"] // warp view while underwater
rcon_address is "" [""] // server address to send rcon commands to (when not connected to a server)
rcon_password is "********" [""] // password to authenticate rcon commands; NOTE: changing rcon_secure clears rcon_password, so set rcon_secure always before rcon_password; may be set to a string of the form user1:pass1 user2:pass2 user3:pass3 to allow multiple user accounts - the client then has to specify ONE of these combinations
rcon_restricted_commands is "" [""] // allowed commands for rcon when the restricted mode password was used
rcon_restricted_password is "********" [""] // password to authenticate rcon commands in restricted mode; may be set to a string of the form user1:pass1 user2:pass2 user3:pass3 to allow multiple user accounts - the client then has to specify ONE of these combinations
rcon_secure is "0" ["0"] // force secure rcon authentication (1 = time based, 2 = challenge based); NOTE: changing rcon_secure clears rcon_password, so set rcon_secure always before rcon_password
rcon_secure_challengetimeout is "5" ["5"] // challenge-based secure rcon: time out requests if no challenge came within this time interval
rcon_secure_maxdiff is "5" ["5"] // maximum time difference between rcon request and server system clock (to protect against replay attack)
registered is "0" ["0"] // indicates if this is running registered quake (whether gfx/pop.lmp was found)
samelevel is "0" ["0"] // repeats same level if level ends (due to timelimit or someone hitting an exit)
saved1 is "0" ["0"] // unused cvar in quake that is saved to config.cfg on exit, can be used by mods
saved2 is "5" ["0"] // unused cvar in quake that is saved to config.cfg on exit, can be used by mods
saved3 is "0" ["0"] // unused cvar in quake that is saved to config.cfg on exit, can be used by mods
saved4 is "0" ["0"] // unused cvar in quake that is saved to config.cfg on exit, can be used by mods
savedgamecfg is "0" ["0"] // unused cvar in quake that is saved to config.cfg on exit, can be used by mods
sbar_alpha_bg is "0.4" ["0.4"] // opacity value of the statusbar background image
sbar_alpha_fg is "1" ["1"] // opacity value of the statusbar weapon/item icons and numbers
sbar_flagstatus_pos is "115" ["115"] // pixel position of the Nexuiz flag status icons, from the bottom
sbar_flagstatus_right is "0" ["0"] // moves Nexuiz flag status icons to the right
sbar_gametime is "1" ["1"] // shows an overlay for the time left in the current match/level (or current game time if there is no timelimit set)
sbar_hudselector is "0" ["0"] // selects which of the builtin hud layouts to use (meaning is somewhat dependent on gamemode, so nexuiz has a very different set of hud layouts than quake for example)
sbar_info_pos is "0" ["0"] // pixel position of the info strings (such as showfps), from the bottom
sbar_miniscoreboard_size is "-1" ["-1"] // sets the size of the mini deathmatch overlay in items, or disables it when set to 0, or sets it to a sane default when set to -1
sbar_scorerank is "1" ["1"] // shows an overlay for your score (or team score) and rank in the scoreboard
scr_centertime is "2" ["2"] // how long centerprint messages show
scr_conalpha is "1" ["1"] // opacity of console background gfx/conback
scr_conalpha2factor is "0" ["0"] // opacity of console background gfx/conback2 relative to scr_conalpha; when 0, gfx/conback2 is not drawn
scr_conalpha3factor is "0" ["0"] // opacity of console background gfx/conback3 relative to scr_conalpha; when 0, gfx/conback3 is not drawn
scr_conalphafactor is "1" ["1"] // opacity of console background gfx/conback relative to scr_conalpha; when 0, gfx/conback is not drawn
scr_conbrightness is "1" ["1"] // brightness of console background (0 = black, 1 = image)
scr_conforcewhiledisconnected is "1" ["1"] // forces fullscreen console while disconnected
scr_conscroll2_x is "0" ["0"] // scroll speed of gfx/conback2 in x direction
scr_conscroll2_y is "0" ["0"] // scroll speed of gfx/conback2 in y direction
scr_conscroll3_x is "0" ["0"] // scroll speed of gfx/conback3 in x direction
scr_conscroll3_y is "0" ["0"] // scroll speed of gfx/conback3 in y direction
scr_conscroll_x is "0" ["0"] // scroll speed of gfx/conback in x direction
scr_conscroll_y is "0" ["0"] // scroll speed of gfx/conback in y direction
scr_infobar_height is "8" ["8"] // the height of the infobar items
scr_loadingscreen_background is "0" ["0"] // show the last visible background during loading screen (costs one screenful of video memory)
scr_loadingscreen_barcolor is "0 0 1" ["0 0 1"] // rgb color of loadingscreen progress bar
scr_loadingscreen_barheight is "8" ["8"] // the height of the loadingscreen progress bar
scr_loadingscreen_count is "1" ["1"] // number of loading screen files to use randomly (named loading.tga, loading2.tga, loading3.tga, ...)
scr_loadingscreen_firstforstartup is "0" ["0"] // remove loading.tga from random scr_loadingscreen_count selection and only display it on client startup, 0 = normal, 1 = firstforstartup
scr_loadingscreen_maxfps is "10" ["10"] // restrict maximal FPS for loading screen so it will not update very often (this will make lesser loading times on a maps loading large number of models)
scr_loadingscreen_picture is "gfx/loading" ["gfx/loading"] // picture shown during loading
scr_loadingscreen_scale is "1" ["1"] // scale factor of the background
scr_loadingscreen_scale_base is "0" ["0"] // 0 = console pixels, 1 = video pixels
scr_loadingscreen_scale_limit is "0" ["0"] // 0 = no limit, 1 = until first edge hits screen edge, 2 = until last edge hits screen edge, 3 = until width hits screen width, 4 = until height hits screen height
scr_menuforcewhiledisconnected is "0" ["0"] // forces menu while disconnected
scr_printspeed is "0" ["0"] // speed of intermission printing (episode end texts), a value of 0 disables the slow printing
scr_refresh is "1" ["1"] // allows you to completely shut off rendering for benchmarking purposes
scr_screenshot_alpha is "0" ["0"] // try to write an alpha channel to screenshots (debugging feature)
scr_screenshot_gammaboost is "1" ["1"] // gamma correction on saved screenshots and videos, 1.0 saves unmodified images
scr_screenshot_hwgamma is "1" ["1"] // apply the video gamma ramp to saved screenshots and videos
scr_screenshot_jpeg is "0" ["1"] // save jpeg instead of targa
scr_screenshot_jpeg_quality is "0.9" ["0.9"] // image quality of saved jpeg
scr_screenshot_name is "dp" ["dp"] // prefix name for saved screenshots (changes based on -game commandline, as well as which game mode is running; the date is encoded using strftime escapes)
scr_screenshot_name_in_mapdir is "0" ["0"] // if set to 1, screenshots are placed in a subdirectory named like the map they are from
scr_screenshot_png is "0" ["0"] // save png instead of targa
scr_screenshot_timestamp is "1" ["1"] // use a timestamp based number of the type YYYYMMDDHHMMSSsss instead of sequential numbering
scr_stipple is "0" ["0"] // interlacing-like stippling of the display
scratch1 is "0" ["0"] // unused cvar in quake, can be used by mods
scratch2 is "0" ["0"] // unused cvar in quake, can be used by mods
scratch3 is "0" ["0"] // unused cvar in quake, can be used by mods
scratch4 is "0" ["0"] // unused cvar in quake, can be used by mods
sensitivity is "3" ["3"] // mouse speed multiplier
sessionid is "" [""] // ID of the current session (use the -sessionid parameter to set it); this is always either empty or begins with a dot (.)
showblur is "0" ["0"] // shows the current alpha level of motionblur
showbrand is "0" ["0"] // shows gfx/brand.tga in a corner of the screen (different values select different positions, including centered)
showdate is "0" ["0"] // shows current date (useful on screenshots)
showdate_format is "%Y-%m-%d" ["%Y-%m-%d"] // format string for date
showfps is "0" ["0"] // shows your rendered fps (frames per second)
shownetgraph is "0" ["0"] // shows a graph of packet sizes and other information, 0 = off, 1 = show client netgraph, 2 = show client and server netgraphs (when hosting a server)
showpause is "1" ["1"] // show pause icon when game is paused
showram is "1" ["1"] // show ram icon if low on surface cache memory (not used)
showsound is "0" ["0"] // shows number of active sound sources, sound latency, and other statistics
showspeed is "0" ["0"] // shows your current speed (qu per second); number selects unit: 1 = qu/s, 2 = m/s, 3 = km/h, 4 = mph, 5 = knots
showtex is "0" ["0"] // shows the name of the texture on the crosshair (for map debugging)
showtime is "0" ["0"] // shows current time of day (useful on screenshots)
showtime_format is "%H:%M:%S" ["%H:%M:%S"] // format string for time of day
showtopspeed is "0" ["0"] // shows your top speed (kept on screen for max 3 seconds); value -1 takes over the unit from showspeed, otherwise it's an unit number just like in showspeed
showturtle is "0" ["0"] // show turtle icon when framerate is too low
skill is "1" ["1"] // difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)
skin is "" [""] // QW player skin name (example: base)
slowmo is "1.0" ["1.0"] // controls game speed, 0.5 is half speed, 2 is double speed
snd_attenuation_decibel is "0" ["0"] // Decibel sound attenuation per sound radius distance
snd_attenuation_exponent is "1" ["1"] // Exponent of (1-radius) in sound attenuation formula
snd_channel0volume is "1" ["1"] // volume multiplier of the auto-allocate entity channel
snd_channel1volume is "1" ["1"] // volume multiplier of the 1st entity channel
snd_channel2volume is "1" ["1"] // volume multiplier of the 2nd entity channel
snd_channel3volume is "1" ["1"] // volume multiplier of the 3rd entity channel
snd_channel4volume is "1" ["1"] // volume multiplier of the 4th entity channel
snd_channel5volume is "1" ["1"] // volume multiplier of the 5th entity channel
snd_channel6volume is "1" ["1"] // volume multiplier of the 6th entity channel
snd_channel7volume is "1" ["1"] // volume multiplier of the 7th entity channel
snd_channellayout is "1" ["0"] // channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)
snd_channels is "2" ["2"] // number of channels for the sound output (2 for stereo; up to 8 supported for 3D sound)
snd_csqcchannel0volume is "1" ["1"] // volume multiplier of the auto-allocate entity channel CSQC entities (DEPRECATED)
snd_csqcchannel1volume is "1" ["1"] // volume multiplier of the 1st entity channel of CSQC entities (DEPRECATED)
snd_csqcchannel2volume is "1" ["1"] // volume multiplier of the 2nd entity channel of CSQC entities (DEPRECATED)
snd_csqcchannel3volume is "1" ["1"] // volume multiplier of the 3rd entity channel of CSQC entities (DEPRECATED)
snd_csqcchannel4volume is "1" ["1"] // volume multiplier of the 4th entity channel of CSQC entities (DEPRECATED)
snd_csqcchannel5volume is "1" ["1"] // volume multiplier of the 5th entity channel of CSQC entities (DEPRECATED)
snd_csqcchannel6volume is "1" ["1"] // volume multiplier of the 6th entity channel of CSQC entities (DEPRECATED)
snd_csqcchannel7volume is "1" ["1"] // volume multiplier of the 7th entity channel of CSQC entities (DEPRECATED)
snd_entchannel0volume is "1" ["1"] // volume multiplier of the auto-allocate entity channel of regular entities (DEPRECATED)
snd_entchannel1volume is "1" ["1"] // volume multiplier of the 1st entity channel of regular entities (DEPRECATED)
snd_entchannel2volume is "1" ["1"] // volume multiplier of the 2nd entity channel of regular entities (DEPRECATED)
snd_entchannel3volume is "1" ["1"] // volume multiplier of the 3rd entity channel of regular entities (DEPRECATED)
snd_entchannel4volume is "1" ["1"] // volume multiplier of the 4th entity channel of regular entities (DEPRECATED)
snd_entchannel5volume is "1" ["1"] // volume multiplier of the 5th entity channel of regular entities (DEPRECATED)
snd_entchannel6volume is "1" ["1"] // volume multiplier of the 6th entity channel of regular entities (DEPRECATED)
snd_entchannel7volume is "1" ["1"] // volume multiplier of the 7th entity channel of regular entities (DEPRECATED)
snd_identicalsoundrandomization_tics is "0" ["0"] // if nonzero, how many tics to limit sound randomization as defined by snd_identicalsoundrandomization_time
snd_identicalsoundrandomization_time is "0.1" ["0.1"] // how much seconds to randomly skip (positive) or delay (negative) sounds when multiple identical sounds are started on the same frame
snd_initialized is "1" ["1"] // indicates the sound subsystem is active
snd_maxchannelvolume is "10" ["10"] // maximum volume of a single sound
snd_mutewhenidle is "1" ["1"] // whether to disable sound output when game window is inactive
snd_noextraupdate is "0" ["0"] // disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates
snd_playerchannel0volume is "1" ["1"] // volume multiplier of the auto-allocate entity channel of player entities (DEPRECATED)
snd_playerchannel1volume is "1" ["1"] // volume multiplier of the 1st entity channel of player entities (DEPRECATED)
snd_playerchannel2volume is "1" ["1"] // volume multiplier of the 2nd entity channel of player entities (DEPRECATED)
snd_playerchannel3volume is "1" ["1"] // volume multiplier of the 3rd entity channel of player entities (DEPRECATED)
snd_playerchannel4volume is "1" ["1"] // volume multiplier of the 4th entity channel of player entities (DEPRECATED)
snd_playerchannel5volume is "1" ["1"] // volume multiplier of the 5th entity channel of player entities (DEPRECATED)
snd_playerchannel6volume is "1" ["1"] // volume multiplier of the 6th entity channel of player entities (DEPRECATED)
snd_playerchannel7volume is "1" ["1"] // volume multiplier of the 7th entity channel of player entities (DEPRECATED)
snd_precache is "1" ["1"] // loads sounds before they are used
snd_show is "0" ["0"] // shows some statistics about sound mixing
snd_softclip is "0" ["0"] // Use soft-clipping. Soft-clipping can make the sound more smooth if very high volume levels are used. Enable this option if the dynamic range of the loudspeakers is very low. WARNING: This feature creates distortion and should be considered a last resort.
snd_soundradius is "1200" ["1200"] // radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)
snd_spatialization_control is "0" ["0"] // enable spatialization control (headphone friendly mode)
snd_spatialization_max is "0.95" ["0.95"] // maximum spatialization of sounds
snd_spatialization_max_radius is "100" ["100"] // use maximum spatialization below this radius
snd_spatialization_min is "0.70" ["0.70"] // minimum spatializazion of sounds
snd_spatialization_min_radius is "10000" ["10000"] // use minimum spatialization above to this radius
snd_spatialization_occlusion is "1" ["1"] // enable occlusion testing on spatialized sounds, which simply quiets sounds that are blocked by the world; 1 enables PVS method, 2 enables LineOfSight method, 3 enables both
snd_spatialization_power is "0" ["0"] // exponent of the spatialization falloff curve (0: logarithmic)
snd_spatialization_prologic is "0" ["0"] // use dolby prologic (I, II or IIx) encoding (snd_channels must be 2)
snd_spatialization_prologic_frontangle is "30" ["30"] // the angle between the front speakers and the center speaker
snd_speed is "48000" ["48000"] // sound output frequency, in hertz
snd_startloopingsounds is "1" ["1"] // whether to start sounds that would loop (you want this to be 1); existing sounds are not affected
snd_startnonloopingsounds is "1" ["1"] // whether to start sounds that would not loop (you want this to be 1); existing sounds are not affected
snd_staticvolume is "1" ["1"] // volume of ambient sound effects (such as swampy sounds at the start of e1m2)
snd_streaming is "1" ["1"] // enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory); when set to 2, streaming is performed even if this would waste memory
snd_streaming_length is "1" ["1"] // decompress sounds completely if they are less than this play time when snd_streaming is 1
snd_swapstereo is "0" ["0"] // swaps left/right speakers for old ISA soundblaster cards
snd_wav_partitionsize is "1024" ["1024"] // controls sound delay in samples, values too low will cause crackling, too high will cause delayed sounds
snd_width is "2" ["2"] // sound output precision, in bytes (1 and 2 supported)
snd_worldchannel0volume is "1" ["1"] // volume multiplier of the auto-allocate entity channel of the world entity (DEPRECATED)
snd_worldchannel1volume is "1" ["1"] // volume multiplier of the 1st entity channel of the world entity (DEPRECATED)
snd_worldchannel2volume is "1" ["1"] // volume multiplier of the 2nd entity channel of the world entity (DEPRECATED)
snd_worldchannel3volume is "1" ["1"] // volume multiplier of the 3rd entity channel of the world entity (DEPRECATED)
snd_worldchannel4volume is "1" ["1"] // volume multiplier of the 4th entity channel of the world entity (DEPRECATED)
snd_worldchannel5volume is "1" ["1"] // volume multiplier of the 5th entity channel of the world entity (DEPRECATED)
snd_worldchannel6volume is "1" ["1"] // volume multiplier of the 6th entity channel of the world entity (DEPRECATED)
snd_worldchannel7volume is "1" ["1"] // volume multiplier of the 7th entity channel of the world entity (DEPRECATED)
sv_accelerate is "10" ["10"] // rate at which a player accelerates to sv_maxspeed
sv_adminnick is "" [""] // nick name to use for admin messages instead of host name
sv_aim is "2" ["2"] // maximum cosine angle for quake's vertical autoaim, a value above 1 completely disables the autoaim, quake used 0.93
sv_airaccel_qw is "1" ["1"] // ratio of QW-style air control as opposed to simple acceleration; when < 0, the speed is clamped against the maximum allowed forward speed after the move
sv_airaccel_qw_stretchfactor is "0" ["0"] // when set, the maximum acceleration increase the player may get compared to forward-acceleration when strafejumping
sv_airaccel_sideways_friction is "" [""] // anti-sideways movement stabilization (reduces speed gain when zigzagging); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger
sv_airaccelerate is "-1" ["-1"] // rate at which a player accelerates to sv_maxairspeed while in the air, if less than 0 the sv_accelerate variable is used instead
sv_aircontrol is "0" ["0"] // CPMA-style air control
sv_aircontrol_penalty is "0" ["0"] // deceleration while using CPMA-style air control
sv_aircontrol_power is "2" ["2"] // CPMA-style air control exponent
sv_airspeedlimit_nonqw is "0" ["0"] // when set, this is a soft speed limit while in air when using airaccel_qw not equal to 1
sv_airstopaccelerate is "0" ["0"] // when set, replacement for sv_airaccelerate when moving backwards
sv_airstrafeaccel_qw is "0" ["0"] // when set, replacement for sv_airaccel_qw when just strafing
sv_airstrafeaccelerate is "0" ["0"] // when set, replacement for sv_airaccelerate when just strafing
sv_allowdownloads is "1" ["1"] // whether to allow clients to download files from the server (does not affect http downloads)
sv_allowdownloads_archive is "0" ["0"] // whether to allow downloads of archives (pak/pk3)
sv_allowdownloads_config is "0" ["0"] // whether to allow downloads of config files (cfg)
sv_allowdownloads_dlcache is "0" ["0"] // whether to allow downloads of dlcache files (dlcache/)
sv_allowdownloads_inarchive is "0" ["0"] // whether to allow downloads from archives (pak/pk3)
sv_areadebug is "0" ["0"] // disables physics culling for debugging purposes (only for development)
sv_areagrid_mingridsize is "128" ["128"] // minimum areagrid cell size, smaller values work better for lots of small objects, higher values for large objects
sv_autodemo_perclient is "0" ["0"] // set to 1 to enable autorecorded per-client demos (they'll start to record at the beginning of a match); set it to 2 to also record client->server packets (for debugging)
sv_autodemo_perclient_discardable is "0" ["0"] // Allow game code to decide whether a demo should be kept or discarded.
sv_autodemo_perclient_nameformat is "sv_autodemos/%Y-%m-%d_%H-%M" ["sv_autodemos/%Y-%m-%d_%H-%M"] // The format of the sv_autodemo_perclient filename, followed by the map name, the client number and the IP address + port number, separated by underscores (the date is encoded using strftime escapes)
sv_cheats is "0" ["0"] // enables cheat commands in any game, and cheat impulses in dpmod
sv_checkforpacketsduringsleep is "0" ["0"] // uses select() function to wait between frames which can be interrupted by packets being received, instead of Sleep()/usleep()/SDL_Sleep() functions which do not check for packets
sv_clmovement_enable is "1" ["1"] // whether to allow clients to use cl_movement prediction, which can cause choppy movement on the server which may annoy other players
sv_clmovement_inputtimeout is "0.2" ["0.2"] // when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld)
sv_clmovement_minping is "0" ["0"] // if client ping is below this time in milliseconds, then their ability to use cl_movement prediction is disabled for a while (as they don't need it)
sv_clmovement_minping_disabletime is "1000" ["1000"] // when client falls below minping, disable their prediction for this many milliseconds (should be at least 1000 or else their prediction may turn on/off frequently)
sv_cullentities_nevercullbmodels is "0" ["0"] // if enabled the clients are always notified of moving doors and lifts and other submodels of world (warning: eats a lot of network bandwidth on some levels!)
sv_cullentities_pvs is "1" ["1"] // fast but loose culling of hidden entities
sv_cullentities_stats is "0" ["0"] // displays stats on network entities culled by various methods for each client
sv_cullentities_trace is "0" ["0"] // somewhat slow but very tight culling of hidden entities, minimizes network traffic and makes wallhack cheats useless
sv_cullentities_trace_delay is "1" ["1"] // number of seconds until the entity gets actually culled
sv_cullentities_trace_delay_players is "0.2" ["0.2"] // number of seconds until the entity gets actually culled if it is a player entity
sv_cullentities_trace_enlarge is "0" ["0"] // box enlargement for entity culling
sv_cullentities_trace_entityocclusion is "0" ["0"] // also check if doors and other bsp models are in the way
sv_cullentities_trace_prediction is "1" ["1"] // also trace from the predicted player position
sv_cullentities_trace_prediction_time is "0.2" ["0.2"] // how many seconds of prediction to use
sv_cullentities_trace_samples is "2" ["2"] // number of samples to test for entity culling
sv_cullentities_trace_samples_extra is "2" ["2"] // number of samples to test for entity culling when the entity affects its surroundings by e.g. dlight
sv_cullentities_trace_samples_players is "8" ["8"] // number of samples to test for entity culling when the entity is a player entity
sv_curl_defaulturl is "" [""] // default autodownload source URL
sv_curl_maxspeed is "0" ["0"] // maximum download speed for clients downloading from sv_curl_defaulturl (KiB/s)
sv_curl_serverpackages is "" [""] // list of required files for the clients, separated by spaces
sv_debugmove is "0" ["0"] // disables collision detection optimizations for debugging purposes
sv_disablenotify is "1" ["1"] // suppress broadcast prints when certain cvars are changed (CVAR_NOTIFY flag in engine code)
sv_echobprint is "1" ["1"] // prints gamecode bprint() calls to server console
sv_entpatch is "1" ["1"] // enables loading of .ent files to override entities in the bsp (for example Threewave CTF server pack contains .ent patch files enabling play of CTF on id1 maps)
sv_fixedframeratesingleplayer is "1" ["1"] // allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)
sv_freezenonclients is "0" ["0"] // freezes time, except for players, allowing you to walk around and take screenshots of explosions
sv_friction is "4" ["4"] // how fast you slow down
sv_gameplayfix_blowupfallenzombies is "0" ["0"] // causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them
sv_gameplayfix_consistentplayerprethink is "0" ["0"] // improves fairness in multiplayer by running all PlayerPreThink functions (which fire weapons) before performing physics, then running all PlayerPostThink functions
sv_gameplayfix_delayprojectiles is "0" ["0"] // causes entities to not move on the same frame they are spawned, meaning that projectiles wait until the next frame to perform their first move, giving proper interpolation and rocket trails, but making weapons harder to use at low framerates
sv_gameplayfix_downtracesupportsongroundflag is "0" ["0"] // prevents very short moves from clearing onground (which may make the player stick to the floor at high netfps)
sv_gameplayfix_droptofloorstartsolid is "0" ["0"] // prevents items and monsters that start in a solid area from falling out of the level (makes droptofloor treat trace_startsolid as an acceptable outcome)
sv_gameplayfix_droptofloorstartsolid_nudgetocorrect is "0" ["0"] // tries to nudge stuck items and monsters out of walls before droptofloor is performed
sv_gameplayfix_easierwaterjump is "0" ["0"] // changes water jumping to make it easier to get out of water (exactly like in QuakeWorld)
sv_gameplayfix_findradiusdistancetobox is "0" ["0"] // causes findradius to check the distance to the corner of a box rather than the center of the box, makes findradius detect bmodels such as very large doors that would otherwise be unaffected by splash damage
sv_gameplayfix_fixedcheckwatertransition is "0" ["0"] // fix two very stupid bugs in SV_CheckWaterTransition when watertype is CONTENTS_EMPTY (the bugs causes waterlevel to be 1 on first frame, -1 on second frame - the fix makes it 0 on both frames)
sv_gameplayfix_gravityunaffectedbyticrate is "0" ["0"] // fix some ticrate issues in physics.
sv_gameplayfix_grenadebouncedownslopes is "1" ["1"] // prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface
sv_gameplayfix_multiplethinksperframe is "0" ["0"] // allows entities to think more often than the server framerate, primarily useful for very high fire rate weapons
sv_gameplayfix_noairborncorpse is "1" ["1"] // causes entities (corpses, items, etc) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them
sv_gameplayfix_noairborncorpse_allowsuspendeditems is "0" ["0"] // causes entities sitting ontop of objects that are instantaneously remove to float in midair (special hack to allow a common level design trick for floating items)
sv_gameplayfix_nogravityonground is "0" ["0"] // turn off gravity when on ground (to get rid of sliding)
sv_gameplayfix_nostepmoveonsteepslopes is "1" ["1"] // crude fix which prevents MOVETYPE_STEP (not swimming or flying) to move on slopes whose angle is bigger than 45 degree
sv_gameplayfix_nudgeoutofsolid is "0" ["0"] // attempts to fix physics errors (where an object ended up in solid for some reason)
sv_gameplayfix_nudgeoutofsolid_separation is "0.03125" ["0.03125"] // keep objects this distance apart to prevent collision issues on seams
sv_gameplayfix_q1bsptracelinereportstexture is "0" ["0"] // enables mods to get accurate trace_texture results on q1bsp by using a surface-hitting traceline implementation rather than the standard solidbsp method, q3bsp always reports texture accurately
sv_gameplayfix_q2airaccelerate is "0" ["0"] // Quake2-style air acceleration
sv_gameplayfix_setmodelrealbox is "0" ["0"] // fixes a bug in Quake that made setmodel always set the entity box to ('-16 -16 -16', '16 16 16') rather than properly checking the model box, breaks some poorly coded mods
sv_gameplayfix_slidemoveprojectiles is "0" ["0"] // allows MOVETYPE_FLY/FLYMISSILE/TOSS/BOUNCE/BOUNCEMISSILE entities to finish their move in a frame even if they hit something, fixes 'gravity accumulation' bug for grenades on steep slopes
sv_gameplayfix_stepdown is "1" ["1"] // attempts to step down stairs, not just up them (prevents the familiar thud..thud..thud.. when running down stairs and slopes)
sv_gameplayfix_stepmultipletimes is "0" ["0"] // applies step-up onto a ledge more than once in a single frame, when running quickly up stairs
sv_gameplayfix_swiminbmodels is "0" ["0"] // causes pointcontents (used to determine if you are in a liquid) to check bmodel entities as well as the world model, so you can swim around in (possibly moving) water bmodel entities
sv_gameplayfix_unstickentities is "1" ["1"] // hack to check if entities are crossing world collision hull and try to move them to the right position
sv_gameplayfix_unstickplayers is "1" ["1"] // big hack to try and fix the rare case of MOVETYPE_WALK entities getting stuck in the world clipping hull.
sv_gameplayfix_upwardvelocityclearsongroundflag is "0" ["0"] // prevents monsters, items, and most other objects from being stuck to the floor when pushed around by damage, and other situations in mods
sv_gravity is "800" ["800"] // how fast you fall (512 = roughly earth gravity)
sv_heartbeatperiod is "120" ["120"] // how often to send heartbeat in seconds (only used if sv_public is 1)
sv_idealpitchscale is "0.8" ["0.8"] // how much to look up/down slopes and stairs when not using freelook
sv_jumpstep is "0" ["0"] // whether you can step up while jumping
sv_jumpvelocity is "270" ["270"] // cvar that can be used by QuakeC code for jump velocity
sv_master1 is "" [""] // user-chosen master server 1
sv_master2 is "" [""] // user-chosen master server 2
sv_master3 is "" [""] // user-chosen master server 3
sv_master4 is "" [""] // user-chosen master server 4
sv_masterextra1 is "69.59.212.88" ["69.59.212.88"] // ghdigital.com - default master server 1 (admin: LordHavoc)
sv_masterextra2 is "107.161.23.68" ["107.161.23.68"] // dpmaster.deathmask.net - default master server 2 (admin: Willis)
sv_masterextra3 is "92.62.40.73" ["92.62.40.73"] // dpmaster.tchr.no - default master server 3 (admin: tChr)
sv_maxairspeed is "30" ["30"] // maximum speed a player can accelerate to when airborn (note that it is possible to completely stop by moving the opposite direction)
sv_maxairstrafespeed is "0" ["0"] // when set, replacement for sv_maxairspeed when just strafing
sv_maxrate is "1000000" ["1000000"] // upper limit on client rate cvar, should reflect your network connection quality
sv_maxspeed is "320" ["320"] // maximum speed a player can accelerate to when on ground (can be exceeded by tricks)
sv_maxvelocity is "2000" ["2000"] // universal speed limit on all entities
sv_namechangetimer is "5" ["5"] // how often to allow name changes, in seconds (prevents people from using animated names and other tricks
sv_nostep is "0" ["0"] // prevents MOVETYPE_STEP entities (monsters) from moving
sv_onlycsqcnetworking is "0" ["0"] // disables legacy entity networking code for higher performance (except on clients, which can still be legacy)
sv_playerphysicsqc is "1" ["1"] // enables QuakeC function to override player physics
sv_progs is "progs.dat" ["progs.dat"] // selects which quakec progs.dat file to run
sv_protocolname is "DP7" ["DP7"] // selects network protocol to host for (values include QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up)
sv_public is "0" ["0"] // 1: advertises this server on the master server (so that players can find it in the server browser); 0: allow direct queries only; -1: do not respond to direct queries; -2: do not allow anyone to connect; -3: already block at getchallenge level
sv_public_rejectreason is "The server is closing." ["The server is closing."] // Rejection reason for connects when sv_public is -2
sv_random_seed is "" [""] // random seed; when set, on every map start this random seed is used to initialize the random number generator. Don't touch it unless for benchmarking or debugging
sv_ratelimitlocalplayer is "0" ["0"] // whether to apply rate limiting to the local player in a listen server (only useful for testing)
sv_sound_land is "player/land1.wav" ["demon/dland2.wav"] // sound to play when MOVETYPE_STEP entity hits the ground at high speed (empty cvar disables the sound)
sv_sound_watersplash is "misc/h2ohit1.wav" ["misc/h2ohit1.wav"] // sound to play when MOVETYPE_FLY/TOSS/BOUNCE/STEP entity enters or leaves water (empty cvar disables the sound)
sv_status_privacy is "0" ["0"] // do not show IP addresses in 'status' replies to clients
sv_status_show_qcstatus is "0" ["0"] // show the 'qcstatus' field in status replies, not the 'frags' field. Turn this on if your mod uses this field, and the 'frags' field on the other hand has no meaningful value.
sv_stepheight is "18" ["18"] // how high you can step up (TW_SV_STEPCONTROL extension)
sv_stopspeed is "100" ["100"] // how fast you come to a complete stop
sv_threaded is "0" ["0"] // enables a separate thread for server code, improving performance, especially when hosting a game while playing, EXPERIMENTAL, may be crashy
sv_wallfriction is "1" ["1"] // how much you slow down when sliding along a wall
sv_warsowbunny_accel is "0.1585" ["0.1585"] // how fast you accelerate until after reaching sv_maxspeed (it gets harder as you near sv_warsowbunny_topspeed)
sv_warsowbunny_airforwardaccel is "1.00001" ["1.00001"] // how fast you accelerate until you reach sv_maxspeed
sv_warsowbunny_backtosideratio is "0.8" ["0.8"] // lower values make it easier to change direction without losing speed; the drawback is "understeering" in sharp turns
sv_warsowbunny_topspeed is "925" ["925"] // soft speed limit (can get faster with rjs and on ramps)
sv_warsowbunny_turnaccel is "0" ["0"] // max sharpness of turns (also master switch for the sv_warsowbunny_* mode; set this to 9 to enable)
sv_wateraccelerate is "-1" ["-1"] // rate at which a player accelerates to sv_maxspeed while in the air, if less than 0 the sv_accelerate variable is used instead
sv_waterfriction is "-1" ["-1"] // how fast you slow down, if less than 0 the sv_friction variable is used instead
sv_worldbasename is "" [""] // name of current worldmodel without maps/ prefix or extension
sv_worldmessage is "" [""] // title of current level
sv_worldname is "" [""] // name of current worldmodel
sv_worldnamenoextension is "" [""] // name of current worldmodel without extension
sv_writepicture_quality is "10" ["10"] // WritePicture quality offset (higher means better quality, but slower)
sys_colortranslation is "0" ["0"] // terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation)
sys_debugsleep is "0" ["0"] // write requested and attained sleep times to standard output, to be used with gnuplot
sys_memsize_physical is "4096" ["4096"] // physical memory size in MB (or empty if unknown)
sys_memsize_virtual is "2048" ["2048"] // virtual memory size in MB (or empty if unknown)
sys_specialcharactertranslation is "1" ["1"] // terminal console conchars to ASCII translation (set to 0 if your conchars.tga is for an 8bit character set or if you want raw output)
sys_ticrate is "0.01388889" ["0.01388889"] // how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players), 0.0138889 matches QuakeWorld physics
sys_usenoclockbutbenchmark is "0" ["0"] // don't use ANY real timing, and simulate a clock (for benchmarking); the game then runs as fast as possible. Run a QC mod with bots that does some stuff, then does a quit at the end, to benchmark a server. NEVER do this on a public server.
sys_usequeryperformancecounter is "0" ["0"] // use windows QueryPerformanceCounter timer (which has issues on multicore/multiprocessor machines and processors which are designed to conserve power) for timing rather than timeGetTime function (which has issues on some motherboards)
team is "none" ["none"] // QW team (4 character limit, example: blue)
teamplay is "0" ["0"] // teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self
temp1 is "0" ["0"] // general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)
timedemo_screenshotframelist is "" [""] // when performing a timedemo, take screenshots of each frame in this space-separated list - example: 1 201 401
timeformat is "[%Y-%m-%d %H:%M:%S] " ["[%Y-%m-%d %H:%M:%S]"] // // time format to use on timestamped console messages
timelimit is "0" ["0"] // ends level at this time (in minutes)
timestamps is "0" ["0"] // prints timestamps on console messages
utf8_enable is "0" ["0"] // Enable UTF-8 support. For compatibility, this is disabled by default in most games.
v_brightness is "0" ["0"] // brightness of black, useful for monitors that are too dark
v_centermove is "0.15" ["0.15"] // how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)
v_centerspeed is "500" ["500"] // how fast the view centers itself
v_color_black_b is "0" ["0"] // desired color of black
v_color_black_g is "0" ["0"] // desired color of black
v_color_black_r is "0" ["0"] // desired color of black
v_color_enable is "0" ["0"] // enables black-grey-white color correction curve controls
v_color_grey_b is "0.5" ["0.5"] // desired color of grey
v_color_grey_g is "0.5" ["0.5"] // desired color of grey
v_color_grey_r is "0.5" ["0.5"] // desired color of grey
v_color_white_b is "1" ["1"] // desired color of white
v_color_white_g is "1" ["1"] // desired color of white
v_color_white_r is "1" ["1"] // desired color of white
v_contrast is "1" ["1"] // brightness of white (values above 1 give a brighter image with increased color saturation, unlike v_gamma)
v_contrastboost is "1" ["1"] // by how much to multiply the contrast in dark areas (1 is no change)
v_deathtilt is "1" ["1"] // whether to use sideways view when dead
v_deathtiltangle is "80" ["80"] // what roll angle to use when tilting the view while dead
v_flipped is "0" ["0"] // mirror the screen (poor man's left handed mode)
v_gamma is "1" ["1"] // inverse gamma correction value, a brightness effect that does not affect white or black, and tends to make the image grey and dull
v_glslgamma is "1" ["1"] // enables use of GLSL to apply gamma correction ramps if available (note: overrides v_hwgamma)
v_glslgamma_2d is "0" ["0"] // applies GLSL gamma to 2d pictures (HUD, fonts)
v_glslgamma_video is "1" ["1"] // applies GLSL gamma to played video, could be a fraction, requires r_glslgamma_2d 1.
v_hwgamma is "0" ["0"] // enables use of hardware gamma correction ramps if available (note: does not work very well on Windows2000 and above), values are 0 = off, 1 = attempt to use hardware gamma, 2 = use hardware gamma whether it works or not
v_idlescale is "0" ["0"] // how much of the quake 'drunken view' effect to use
v_ipitch_cycle is "1" ["1"] // v_idlescale pitch speed
v_ipitch_level is "0.3" ["0.3"] // v_idlescale pitch amount
v_iroll_cycle is "0.5" ["0.5"] // v_idlescale roll speed
v_iroll_level is "0.1" ["0.1"] // v_idlescale roll amount
v_iyaw_cycle is "2" ["2"] // v_idlescale yaw speed
v_iyaw_level is "0.3" ["0.3"] // v_idlescale yaw amount
v_kickpitch is "0.6" ["0.6"] // how much a view kick from damage pitches your view
v_kickroll is "0.6" ["0.6"] // how much a view kick from damage rolls your view
v_kicktime is "0.5" ["0.5"] // how long a view kick from damage lasts
v_psycho is "0" ["0"] // easter egg
vid_bitsperpixel is "32" ["32"] // how many bits per pixel to render at (32 or 16, 32 is recommended)
vid_conheight is "360" ["480"] // virtual height of 2D graphics system
vid_conwidth is "640" ["640"] // virtual width of 2D graphics system
vid_desktopfullscreen is "0" ["1"] // force desktop resolution for fullscreen; also use some OS dependent tricks for better fullscreen integration
vid_dx9 is "0" ["0"] // use Microsoft Direct3D9(r) for rendering
vid_dx9_hal is "1" ["1"] // enables hardware rendering (1), otherwise software reference rasterizer (0 - very slow), note that 0 is necessary when using NVPerfHUD (which renders in hardware but requires this option to enable it)
vid_dx9_softvertex is "0" ["0"] // enables software vertex processing (for compatibility testing?  or if you have a very fast CPU), usually you want this off
vid_dx9_triplebuffer is "0" ["0"] // enables triple buffering when using vid_vsync in fullscreen, this options adds some latency and only helps when framerate is below 60 so you usually don't want it
vid_forcerefreshrate is "0" ["0"] // try to set the given vid_refreshrate even if Windows doesn't list it as valid video mode
vid_fullscreen is "0" ["1"] // use fullscreen (1) or windowed (0)
vid_gl13 is "1" ["1"] // enables faster rendering using OpenGL 1.3 features (such as GL_ARB_texture_env_combine extension)
vid_gl20 is "1" ["1"] // enables faster rendering using OpenGL 2.0 features (such as GL_ARB_fragment_shader extension)
vid_grabkeyboard is "0" ["0"] // whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards)
vid_hardwaregammasupported is "1" ["1"] // indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps)
vid_height is "720" ["480"] // resolution
vid_minheight is "0" ["0"] // minimum vid_height that is acceptable (to be set in default.cfg in mods)
vid_minwidth is "0" ["0"] // minimum vid_width that is acceptable (to be set in default.cfg in mods)
vid_mouse is "1" ["1"] // whether to use the mouse in windowed mode (fullscreen always does)
vid_pixelheight is "1" ["1"] // adjusts vertical field of vision to account for non-square pixels (1280x1024 on a CRT monitor for example)
vid_refreshrate is "60" ["60"] // refresh rate to use, in hz (higher values flicker less, if supported by your monitor)
vid_resizable is "0" ["0"] // 0: window not resizable, 1: resizable, 2: window can be resized but the framebuffer isn't adjusted
vid_sRGB is "0" ["0"] // if hardware is capable, modify rendering to be gamma corrected for the sRGB color standard (computer monitors, TVs), recommended
vid_sRGB_fallback is "0" ["0"] // do an approximate sRGB fallback if not properly supported by hardware (2: also use the fallback if framebuffer is 8bit, 3: always use the fallback even if sRGB is supported)
vid_samples is "0" ["1"] // how many anti-aliasing samples per pixel to request from the graphics driver (4 is recommended, 1 is faster)
vid_soft is "0" ["0"] // enables use of the DarkPlaces Software Rasterizer rather than OpenGL or Direct3D
vid_soft_interlace is "1" ["1"] // whether the DarkPlaces Software Rasterizer should interlace the screen bands occupied by each thread
vid_soft_threads is "8" ["8"] // the number of threads the DarkPlaces Software Rasterizer should use
vid_stereobuffer is "0" ["0"] // enables 'quad-buffered' stereo rendering for stereo shutterglasses, HMD (head mounted display) devices, or polarized stereo LCDs, if supported by your drivers
vid_stick_mouse is "0" ["0"] // have the mouse stuck in the center of the screen
vid_touchscreen is "0" ["0"] // Use touchscreen-style input (no mouse grab, track mouse motion only while button is down, screen areas for mimicing joystick axes and buttons
vid_touchscreen_density is "2.0" ["2.0"] // Standard quantized screen density multiplier (see Android documentation for DisplayMetrics), similar values are given on iPhoneOS
vid_touchscreen_outlinealpha is "0" ["0"] // opacity of touchscreen area outlines
vid_touchscreen_overlayalpha is "0.25" ["0.25"] // opacity of touchscreen area icons
vid_touchscreen_showkeyboard is "0" ["0"] // shows the platform's screen keyboard for text entry, can be set by csqc or menu qc if it wants to receive text input, does nothing if the platform has no screen keyboard
vid_touchscreen_supportshowkeyboard is "0" ["0"] // indicates if the platform supports a virtual keyboard
vid_touchscreen_xdpi is "300" ["300"] // Horizontal DPI of the screen (only valid on Android currently)
vid_touchscreen_ydpi is "300" ["300"] // Vertical DPI of the screen (only valid on Android currently)
vid_userefreshrate is "0" ["0"] // set this to 1 to make vid_refreshrate used, or to 0 to let the engine choose a sane default
vid_vsync is "0" ["0"] // sync to vertical blank, prevents 'tearing' (seeing part of one frame and part of another on the screen at the same time), automatically disabled when doing timedemo benchmarks
vid_width is "1280" ["640"] // resolution
viewsize is "100" ["100"] // how large the view should be, 110 disables inventory bar, 120 disables status bar
volume is "0.7" ["0.7"] // volume of sound effects
1300 cvar(s)


Tags: DarkPlaces, quake, tutorial
Owned by kleskby#1837
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