pr_debugger "0" //When enabled, QC errors and debug events will enable step-by-step tracing.
// Item effects
seta r_drawflame "1" //Set to -1 to disable ALL static entities. Set to 0 to disable only wall torches and standing flame. Set to 1 for everything drawn as normal.
seta cl_nolerp "0" //Disables interpolation. If set, missiles/monsters will be show exactly what was last received, which will be jerky. Does not affect players. A value of 2 means 'interpolate only in single-player/coop'.
seta cl_deadbodyfilter "0"
seta cl_gibfilter "0"
v_powerupshell "0"
cl_r2g "0" //Uses progs/grenade.mdl instead of progs/missile.mdl when 1.
r_redlight_colour "3.0 0.5 0.5 200" //The red, green, blue, radius values for EF_RED effects (typically used for pentagram in quakeworld).
r_dimlight_colour "2.0 1.0 0.5 200" //The red, green, blue, radius values for EF_DIMLIGHT effects (used for quad+pent in vanilla quake).
r_muzzleflash_fade "1.5 0.75 0.375 1000" //This controls the per-second RGB+radius decay of EF_MUZZLEFLASH/svc_muzzleflash effects.
r_muzzleflash_colour "1.5 1.3 1.0 200" //This controls the initial RGB+radius of EF_MUZZLEFLASH/svc_muzzleflash effects.
r_explosionlight_fade "0.784 0.92 0.48" //This controls the per-second RGB decay values of EF_EXPLOSION effects.
r_explosionlight_colour "4.0 2.0 0.5" //This controls the initial RGB values of EF_EXPLOSION effects.
r_explosionlight "1"
cl_expsprite "0" //Display a central sprite in explosion effects. QuakeWorld typically does so, NQ mods should not (which is problematic when played with the qw protocol).
cl_netfps "150" //Send up to this many packets to the server per second. The rate used is also limited by the server which usually forces a cap to this setting of 77. Low packet rates can result in extra extrapolation to try to hide the resulting latencies.
cl_voip_micamp "2" //Amplifies your microphone when using voip.
cl_voip_ducking "0.5" //Scales game audio by this much when someone is talking to you. Does not affect your speaker volume when you speak (minimum of cl_voip_capturingvol and cl_voip_ducking is used).
cl_voip_play "1" //Enables voip playback. Value is a volume scaler.
cl_voip_showmeter "1" //Shows your speech volume above the standard hud. 0=hide, 1=show when transmitting, 2=ignore voice-activation disable
cl_voip_capturingvol "0.5" //Volume multiplier applied while capturing, to avoid your audio from being heard by others. Does not affect game volume when others speak (minimum of cl_voip_capturingvol and cl_voip_ducking is used).
cl_voip_vad_threshhold "15" //This is the threshhold for voice-activation-detection when sending voip data
cl_voip_send "0" //Sends voice-over-ip data to the server whenever it is set.
//0: only send voice if +voip is pressed.
//1: voice activation.
//2: constantly send.
//+4: Do not send to game, only to rtp sessions.
cl_voip_capturedevice ""
// Sound controls
s_device "" //This is the sound device(s) to use, in the form of driver:device.
//If desired, multiple devices can be listed in space-seperated (quoted) tokens. _s_device_opts contains any enumerated options.
//In all seriousness, use the menu to set this if you wish to keep your hair.
s_localvolume "1" //Sound level for sounds local or originating from the player such as firing and pain sounds.
s_inactive "1" //Play sound while application is inactive (ie: tabbed out). Needs a snd_restart if changed.
s_doppler_max "2" //Highest allowed doppler scale, to avoid things getting too weird.
s_khz "48" //Sound speed, in kilohertz. Common values are 11, 22, 44, 48. Values above 1000 are explicitly in hertz.
s_mixahead "0.1" //Specifies how many seconds to prebuffer audio. Lower values give less latency, but might result in crackling. Different hardware/drivers have different tolerances, and this setting may be ignored completely where drivers are expected to provide their own tolerances.
s_ambientfade "100"
s_ambientlevel "0.3" //This controls the volume levels of automatic area-based sounds (like water or sky), and is quite annoying. If you're playing deathmatch you'll definitely want this OFF.
musicvolume "0.3" //Volume level for background music.
s_loadas8bit "0" //Downsample sounds on load as lower quality 8-bit sound, to save memory.
mastervolume "1" //Additional multiplier for all other sounds.
nosound "0" //Disable all sound from the engine. Cannot be overriden by configs or anything if set via the -nosound commandline argument.
// input controls
m_accel "0" //Values >0 will amplify mouse movement proportional to velocity. Small values have great effect. A lot of good Quake Live players use around the 0.1-0.2 mark, but this depends on your mouse CPI and polling rate.
m_touchmajoraxis "1" //When using a touchscreen, use only the major axis for strafing.
m_slidethreshold "10" //How far your finger needs to move to be considered a slide event (touchscreens).
sv_savefmt "" //Specifies the format used for the saved game.
//0=legacy.
//1=fte
//2=binary
sv_autosave "0" //Interval for autosaves, in minutes. Set to 0 to disable autosave.
sv_crypt_rcon "" //Controls whether the rcon password must be hashed or not. Hashed passwords also partially prevent replay attacks, but does NOT prevent malicious actors from reading the commands/results.
//0: completely insecure. ONLY allows plain-text passwords. Do not use.
//1: Mandatory hashing (recommended).
//Empty: Allow either, whether the password is secure or not is purely the client's responsibility/fault. Only use this for comptibility with old clients.
seta sv_nqplayerphysics "0" //Disable player prediction and run NQ-style player physics instead. This can be used for compatibility with mods that expect exact behaviour. A value of 2 will not block prediction, and may be juddery/jerky/swimmy.
sv_progs "" //Specifies the filename of the gamecode to use serverside. Empty means autodetect - typically loading either progs or qwprogs depending on gamedir priority, then based upon deathmatch settings.
temp1 "0"
saved4 "0"
saved3 "0"
saved2 "0"
saved1 "0"
savedgamecfg "0"
// Particle effects
gl_part_flame "1" //Enable particle emitting from models. Mainly used for torch and flame effects.
seta r_part_classic_square "0" //Enables square particles, for the oldskool look.
seta r_part_classic_opaque "0" //Disables transparency on classic particles, for the oldskool look.
seta r_part_classic_expgrav "10" //Scaler for how fast classic explosion particles should accelerate due to gravity. 1 for like vanilla, 10 for like zquake.
seta r_part_density "1"
r_part_contentswitch "1" //Enable particle effects to change based on content (ex. water).
r_particle_tracelimit "0x7fffffff" //Number of traces to allow per frame for particle physics.
r_part_rain_quantity "1"
r_part_rain "0" //Enable particle effects to emit off of surfaces. Mainly used for weather or lava/slime effects.
r_bouncysparks "1" //Enables particle interaction with world surfaces, allowing for bouncy particles, stains, and decals.
seta r_particledesc "classic"
seta r_particlesystem "script"
// bloom
seta r_bloom "0" //Enables bloom (light bleeding from bright objects). Fractional values reduce the amount shown.
cl_yieldcpu "0" //Attempt to yield between frames. This can resolve issues with certain drivers and background software, but can mean less consistant frame times. Will reduce power consumption/heat generation so should be set on laptops or similar (over-hot/battery powered) devices.
cl_idlefps "0" //This is the maximum framerate to attain while idle/paused/unfocused.
cl_maxfps_slop "3" //If a frame is delayed (eg because of poor system timer precision), this is how much sooner to pretend the frame happened (in milliseconds). If it is set too low then the average framerate will drop below the target, while too high may result in excessively fast frames.
cl_maxfps "500" //Sets the maximum allowed framerate. If you're using vsync or want to uncap framerates entirely then you should probably set this to 0. Set cl_yieldcpu 0 if you're trying to benchmark.
cl_hudswap "0"
seta cl_sbar "0"
show_fps "0" //Displays the current framerate on-screen.
//0: Off.
//1: framerate average over a second.
//2: Show a frametimes graph (with additional timing info).
//-1: Normalized graph that focuses on the variation ignoring base times.
scr_fov_mode "4" //Controls what the fov cvar actually controls:
//0: largest axis (ultra-wide monitors means less height will be visible).
//1: smallest axis (ultra-wide monitors will distort at the edges).
//2: horizontal axis.
//3: vertical axis.
//4: 4:3 horizontal axis, padded for wider resolutions (for a more classic fov)
vid_triplebuffer "1" //Specifies whether the hardware is forcing tripplebuffering on us, this is the number of extra page swaps required before old data has been completely overwritten.
vid_conautoscale "0" //Changes the 2d scale, including hud, console, and fonts. To specify an explicit font size, divide the desired 'point' size by 8 to get the scale. High values will be clamped to maintain at least a 320*200 virtual size.
vid_renderer "gl" //Specifies which backend is used. Values that might work are: sv (dedicated server), headless (null renderer), vk (vulkan), gl (opengl), egl (opengl es), d3d9 (direct3d 9), d3d11 (direct3d 11, with default hardware rendering), d3d11 warp (direct3d 11, with software rendering).
in_windowed_mouse "1"
vid_vsync "0"
vid_devicename "" //Specifies which video device to try to use. If blank or invalid then one will be guessed.
gl_driver "" //Specifies the graphics driver name to load. This is typically a filename. Blank for default.
// GL Renderer Options
gl_lightmap_average "0" //Determine lightmap values based upon the center of the polygon. This will give a more buggy look, quite probably.
gl_lightmap_nearest "0" //Use nearest sampling for lightmaps. This will give a more blocky look. Meaningless when gl_lightmap_average is enabled.
gl_compress "0" //Enable automatic texture compression even for textures which are not pre-compressed.
gl_picmip_other "0" //Effectively added to gl_picmip for the purposes of model textures.
gl_picmip_sprites "0" //Effectively added to gl_picmip for the purposes of sprite textures.
gl_picmip_world "0" //Effectively added to gl_picmip for the purposes of world textures.
gl_picmip2d "0" //Reduce hud/menu texture sizes by some exponential factor.
gl_picmip "0" //Reduce world/model texture sizes by some exponential factor.
gl_motionblur "0"
r_noaliasshadows "0"
r_noframegrouplerp "0"
seta r_lerpmuzzlehack "1"
gl_lerpimages "1" //Enables smoother resampling for images which are not power-of-two, when the drivers do not support non-power-of-two textures.
gl_nocolors "0" //Ignores player colours and skins, reducing texture memory usage at the cost of not knowing whether you're killing your team mates.
seta gl_affinemodels "0" //Use affine texture sampling for models. This replicates software rendering's distortions.
gl_texture_anisotropy "0" //Allows for higher quality textures on surfaces that slope away from the camera (like the floor). Set to 16 or something. Only supported with trilinear filtering.
d_lodbias "0" //Biases choice of mipmap levels. Positive values will give more blury textures, while negative values will give crisper images (but will also give some mid-surface aliasing artifacts).
seta d_mipcap "0 1000" //Specifies the range of mipmap levels to use.
r_font_linear "0"
seta gl_texturemode2d "gl_nearest" //Specifies how 2d images are sampled. format is a 3-tupple
seta gl_texturemode "gl_nearest" //Specifies how world/model textures appear. Typically 3 letters eg ^2nll^7 or ^2lll^7.
//First letter can be l(inear) or n(earest) and says how to upscale low-res textures (n for the classic look - often favoured for embedded textures, l for blurry - best for high-res textures).
//The middle letter can be set to '.' to disable mipmaps, or n for ugly banding with distance, or l for smooth mipmap transitions.
//The third letter says what to do when the texture is too high resolution, and should generally be set to 'l' to reduce sparkles including when aiming for the classic lego look.
vid_srgb "1" //-1: Only the framebuffer should use sRGB colourspace, textures and colours will be assumed to be linear. This has the effect of just brightening the screen according to a gamma ramp of about 2.2 (or .45 in quake's backwards gamma terms).
//0: Off. Colour blending will be wrong, you're likely to see obvious banding.
//1: Use sRGB extensions/support to ensure that the lighting aproximately matches real-world lighting (required for PBR).
//2: Attempt to use a linear floating-point framebuffer, which should enable monitor support for HDR.
//Note that driver behaviour varies by a disturbing amount, and much of the documentation conflicts with itself (the term 'linear' is awkward when the eye's perception of linear is non-linear).
vid_multisample "0" //The number of samples to use for Multisample AntiAliasing (aka: msaa). A value of 1 explicitly disables it.
seta r_dynamic "1" //0: no standard dlights at all.
//1: coloured dlights will be used, they may show through walls. These are not realtime things.
//2: The dlights will be forced to monochrome (this does not affect coronas/flashblends/rtlights attached to the same light).
seta r_waterwarp "1" //Enables fullscreen warp, preferably via glsl. -1 specifies to force the fov warp fallback instead which can give a smidge more performance.
r_drawviewmodel "1"
r_bloodstains "1"
gl_font "" //Specifies the font file to use. a value such as FONT:ALTFONT specifies an alternative font to be used when ^^a is used.
//When using TTF fonts, you will likely need to scale text to at least 150% - vid_conautoscale 1.5 will do this.
//TTF fonts may be loaded from your windows directory. 'gl_font cour?col=1,1,1:couri?col=0,1,0' loads eg: c:\windows\fonts\cour.ttf, and uses the italic version of courier for alternative text, with specific colour tints.
con_textfont "" //Specifies the font file to use. a value such as FONT:ALTFONT specifies an alternative font to be used when ^^a is used.
//When using TTF fonts, you will likely need to scale text to at least 150% - vid_conautoscale 1.5 will do this.
//TTF fonts may be loaded from your windows directory. 'gl_font cour?col=1,1,1:couri?col=0,1,0' loads eg: c:\windows\fonts\cour.ttf, and uses the italic version of courier for alternative text, with specific colour tints.
r_glsl_turbscale_refract "1" //Controls the strength of the underwater ripples (used by the altwater glsl code).
r_glsl_turbscale_reflect "1" //Controls the strength of the water reflection ripples (used by the altwater glsl code).
r_glsl_offsetmapping_reliefmapping "0" //Changes the paralax sampling mode to be a bit nicer, but noticably more expensive at high resolutions. r_glsl_offsetmapping must be set.
seta r_glsl_offsetmapping "0" //Enables the use of paralax mapping, adding fake depth to textures.
r_hdr_framebuffer "0" //If enabled, the map will be rendered into a high-precision image framebuffer. This avoids issues with shaders that contribute more than 1 in any single pass (like overbrights). Can also be set to the name of an image format, to force rendering to that format first - interesting formats are L8, RGB565, B10G11R11F, and others.
r_lightmap_format "" //Overrides the default texture format used for lightmaps. rgb9e5 is a good choice for HDR.
seta r_lightstylesmooth "0"
seta r_loadlit "1" //Whether to load lit files.
//0: Do not load external rgb lightmap data.
//1: Load but don't generate.
//2: Generate ldr lighting (if none found).
//3: Generate hdr lighting (if none found).
//Note that regeneration of lightmap data may be unreliable if the map was made for more advanced lighting tools.
//Deluxemap information will also be generated, as appropriate.
seta r_softwarebanding "0" //Utilise the Quake colormap in order to emulate 8bit software rendering. This results in banding as well as other artifacts that some believe adds character. Also forces nearest sampling on affected surfaces (palette indicies do not interpolate well).
r_shadow_realtime_world_importlightentitiesfrommap "0" //Controls default loading of map-based realtime lights.
//0: Load explicit .rtlight files only.
//1: Load explicit lights then try fallback to parsing the entities lump.
//2: Load only the entities lump.
// View variables
brightness "0.0" //Brightness is how much 'white' to add to each and every pixel on the screen.
v_contrastboost "1.0" //Amplifies contrast in dark areas
contrast "1.0" //Scales colour values linearly to make your screen easier to see. Setting this to anything but 1 without hardware gamma will reduce your framerates a little.
gamma "1.0" //Controls how bright the screen is. Setting this to anything but 1 without hardware gamma requires glsl support and can noticably harm your framerate.
v_gammainverted "0" //Boolean that controls whether the gamma should be inverted (like quake) or not.
seta cl_rollangle "2.0" //Controls the maximum view should tilt while strafing.
seta gl_polyblend "1" //Controls whether temporary whole-screen colour changes should be honoured or not. Change gl_cshiftpercent if you want to adjust the intensity.
//This does not affect v_cshift commands sent from the server.
cl_crossy "0"
cl_crossx "0"
crosshairsize "8"
crosshair "1"
crosshaircolor "255 255 255"
v_viewheight "0"
seta v_gunkick "1" //Controls the strength of view angle changes when firing weapons.
v_contentblend "1" //Controls the strength of underwater colour tints (gl_polyblend must be enabled).
v_cshift_lava "255 80 0 150" //The colour tint to use when burried in lava (ouchie!) (additionally scaled by v_contentblend.
v_cshift_slime "0 25 5 150" //The colour tint to use when submerged in slime (additionally scaled by v_contentblend.
v_cshift_water "130 80 50 128" //The colour tint to use when underwater (additionally scaled by v_contentblend.
v_cshift_empty "130 80 50 0" //The colour tint to use when in the open air (additionally scaled by v_contentblend.
sv_dlURL "" //Provides clients with an external url from which they can obtain pk3s/packages from an external http server instead of having to download over udp.
fs_cache "1" //0: Do individual lookups.
//1: Scan all files for accelerated lookups. This provides a performance boost on windows and avoids case sensitivity issues on linux.
//2: like 1, but don't bother checking for external changes (avoiding the cost of rebuild the cache).
cl_download_redirection "2" //Follow download redirection to download packages instead of individual files. Also allows the server to send nearly arbitary download commands.
//2: allows redirection only to named packages files (and demos/*.mvd), which is a bit safer.
cl_download_csprogs "1" //Download updated client gamecode if available. Warning: If you clear this to avoid downloading vm code, you should also clear cl_download_packages.
cl_downloads "1" //Allows you to block all automatic downloads.
cl_crypt_rcon "1" //Controls whether to send a hash instead of sending your rcon password as plain-text. Set to 1 for security, or 0 for backwards compatibility.
//Your command and any responses will still be sent as plain text.
//Instead, it is recommended to use rcon ONLY via dtls/tls/wss connections.
cfg_save_buttons "0" //If 1, saves the state of things such as +mlook or +forward to configs.
cfg_save_binds "1" //If 1, saves all key bindings to configs.
cfg_save_aliases "1" //If 1, saves aliases to configs. Note that aliases sent from servers are assumed to be server-specific and are never saved (and are forgotten on map changes, too).
cfg_save_infos "1" //If 1, saves userinfo and serverinfo to configs.
cfg_save_auto "0" //If 1, the config will automatically be saved and without prompts. If 0, you'll have to save your config manually (possibly via prompts from the quit menu).
cfg_save_all "" //If 1, cfg_save ALWAYS saves all cvars. If 0, cfg_save only ever saves archived cvars. If empty, cfg_save saves all cvars only when an explicit filename was given (ie: when not used internally via quit menu options).
ipautodump "0" //Enables dumping the 'iplog.txt' file, which contains a log of usernames seen for a given IP, which is useful for detecting fake-nicks.