yquake2remaster/doc/040_cvarlist.md

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# Yamagi Quake II Console Variables
This lists explains most console variables (cvars) added by Yamagi
Quake II. Most of the original clients (Vanilla Quake II) cvars are
still in place, however due to architectural changes some of them
have been renamed. The prefixes are:
* No prefix: General stuff.
* `cl_`: Client.
* `gl_`: Common to all OpenGL renderers.
* `gl1_`: OpenGL 1.4 renderer.
* `gl3_`: OpenGL 3.2 and OpenGL ES3 renderers.
* `ogg_`: Ogg/Vorbis music playback.
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* `r_`: Common to all renderers.
* `s_`: Sound system.
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* `sw_`: Software renderer.
* `vid_`: Video backend.
All cvars may be given at command line through `+set cvar value` or typed
into the console. The console can be opended with *Left Shift + Esc*.
Keep in mind that some cvars need quotation marks around the arguments.
When giving such cvars at the command line the argument string must be
surrounded by ticks. For example `+set sv_maplist '"q2dm1 q2dm2"'`.
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## Command line arguments
These are not console variables, they cannot be entered into the
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console, only be given through the command line at startup. While cvars
are prefixed with a `+`, arguments are starting with a `-`. For example
it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
(setting the `portable` argument).
* **cfgdir**: The name (not the path) of the configuration directory.
* **datadir**: Directory from which the game data is loaded. Can be used
in startup scripts, to test binaries, etc. If not set, the directory
containing the binaries is used.
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* **portable**: Makes Quake II portable, all runtime data like the the
config, savegames and so on is stored next to the executable and not
in the users home directory.
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## General
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* **aimfix**: Fix aiming. When set to to `0` (the default) aiming is
slightly inaccurate, bullets and the like have a little drift. When
set to `1` they hit exactly were the crosshair is.
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* **busywait**: By default this is set to `1`, causing Quake II to spin
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in a very tight loop until it's time to process the next frame. This
is a very accurate way to determine the internal timing, but comes with
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a relatively high CPU usage. If set to `0` Quake II lays itself to
sleep and tells the operating system to send a wakeup signal when it's
time for the next frame. The latter is more CPU friendly but can be
rather inaccurate, especially on Windows. Use with care.
* **cl_maxfps**: The approximate framerate for client/server ("packet")
frames if *cl_async* is `1`. If set to `-1` (the default), the engine
will choose a packet framerate appropriate for the render framerate.
See `cl_async` for more information.
* **cl_async**: Run render frames independently of client/server frames.
If set to `0`, client, server (gamecode) and the renderer run synchronous,
(like Quake2 originally did) which means that for every rendered frame
a client- and server-frame is executed, which includes the gamecode and
physics/movement-simulation etc. At higher framerates (above 95 or so)
this leads to movement bugs, like being able to jump higher than expected
(kind of like the infamous Quake 3 125Hz bug).
For `cl_async 0`, *vid_maxfps* (or, if vsync is enabled, the display
refresh rate) is used and *cl_maxfps* is ignored.
If *cl_async* is set to `1` (the default) the client is asynchronous,
which means that there can be multiple render frames between client-
and server-frames. This makes it possible to renderer as many frames
as desired without physics and movement problems.
The client framerate is controlled by *cl_maxfps*,
the renderer framerate is controlled by *vid_maxfps*.
As client/server frames ("packet frames") are only run together with
a render frame, the *real* client/server framerate is always rounded to
a fraction of the renderframerate that's closest to *cl_maxfps*.
So if for example *vid_maxfps* is `60` and *cl_maxfps* is `50`, it will
be rounded to `60` and every renderframe is also a packet frame.
If *vid_maxfps* is `60` and *cl_maxfps* is `40`, it will be rounded to
`30` and every second render frame is also a packet frame.
It seems like the best working packet framerate is `60` (which means that
the render framerate should be a multiple of that), otherwise values
between `45` and `90` seem to work ok, lower and higher values can lead
to buggy movement, jittering and other issues.
Setting *cl_maxfps* to `-1` (the default since 8.02) will automatically
choose a packet framerate that's *both* a fraction of *vid_maxfps*
(or display refreshrate if vsync is on) *and* between 45 and 90.
* **cl_http_downloads**: Allow HTTP download. Set to `1` by default, set
to `0` to disable.
* **cl_http_filelists**: Allow downloading and processing of filelists.
A filelist can contain an arbitrary number of files which are
downloaded as soon asthe filelist is found on the server. Set to `1`
by default, set to `0` to disable.
* **cl_http_max_connections**: Maximum number of parallel downloads. Set
to `4` by default. A higher number may help with slow servers.
* **cl_http_proxy**: Proxy to use, empty by default.
* **cl_http_show_dw_progress**: Show a HTTP download progress bar.
* **cl_http_bw_limit_rate**: Average speed transfer threshold for
`cl_http_bw_limit_tmout` variable. Set `0` by default.
* **cl_http_bw_limit_tmout**: Seconds before the download is aborted
when the speed transfer is below the var set by `cl_http_bw_limit_rate`.
Set `0` by default.
* **cl_kickangles**: If set to `0` angle kicks (weapon recoil, damage
hits and the like) are ignored. Cheat-protected. Defaults to `1`.
* **cl_laseralpha**: Controls how see-through laserbeams are.
The value ranges from 0.0 to 1.0, from completely invisible to
completely opaque. So higher value means better visibility.
Defaults to `0.3`.
* **cl_limitsparksounds**: If set to `1` the number of sound generated
when shooting into power screen and power shields is limited to 16.
This works around global volume drops in some OpenAL implementations
if too many sounds are played at the same time. This was the default
behavior between Yamagi Quake II 7.10 and 7.45. Defaults to `0`.
* **cl_loadpaused**: If set to `1` (the default) the client is put into
pause mode during single player savegame load. This prevents monsters
and the environment from hurting the player while the client is still
connecting. If set to `2` the client stays in pause mode after
loading. If set to `0` pause mode is never entered, this is the
Vanilla Quake II behaviour.
* **cl_unpaused_scvis**: If set to `1` (the default) the client unpause
when the screen becomes visible.
* **cl_r1q2_lightstyle**: Since the first release Yamagi Quake II used
the R1Q2 colors for the dynamic lights of rockets. Set to `0` to get
the Vanilla Quake II colors. Defaults to `1`.
* **cl_showfps**: Shows the framecounter. Set to `2` for more and to
`3` for even more informations.
* **cl_showspeed**: Shows the players speed. Set to `1` to display both
overall speed and (horizontal speed) in Quake Units (QU) respectfully at
the top right corner of the screen. Set to `2` to show only the horizontal
speed under the crosshair.
* **cl_model_preview_start**: start frame value in multiplayer model preview.
`-1` - don't show animation. Defaults to `84` for show salute animation.
* **cl_model_preview_end**: end frame value in multiplayer model preview.
`-1` - don't show animation. Defaults to `94` for show salute animation.
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* **in_grab**: Defines how the mouse is grabbed by Yamagi Quake IIs
window. If set to `0` the mouse is never grabbed and if set to `1`
it's always grabbed. If set to `2` (the default) the mouse is grabbed
during gameplay and released otherwise (in menu, videos, console or if
game is paused).
* **singleplayer**: Only available in the dedicated server. Vanilla
Quake II enforced that either `coop` or `deathmatch` is set to `1`
when running the dedicated server. That made it impossible to play
single player campaigns over the dedicated server. When set to `1`,
both `coop` and `deathmatch` are forced to `0` and `maxclients` is
forced to `1`. This can be used to run a dedicated server with an old
single player mod, where the source code isn't available, inside a
Windows 98 or XP VM and connect over network from an non Windows
system.
* **coop_pickup_weapons**: In coop a weapon can be picked up only once.
For example, if the player already has the shotgun they cannot pickup
a second shotgun found at a later time, thus not getting the ammo that
comes with it. This breaks the balancing. If set to `1` a weapon can
be picked up if a) the player doesn't have it or b) it wasn't already
picked up by another player. Defaults to `1`.
* **coop_elevator_delay**: In coop it's often hard to get on the same
elevator together, because they're immediately triggered once the
first player steps on it. This cvar sets a delay for the elevator to
wait before moving, so other players have some time to get on it.
Defaults to `1.0` (seconds).
* **coop_baseq2 (Ground Zero only)**: In Ground Zero, entity spawnflags
(which difficulty modes / game modes level entities spawn in) are
interpreted a bit differently. In original Quake 2, if an entity is
set to not spawn on any difficulty, it is treated as deathmatch-only,
however, in Ground Zero this same condition is treated as coop-only.
This causes maps made for original Quake 2, including the entire
Quake 2 campaign, to not work correctly when played in Ground Zero
in co-op mode. This cvar, when set to 1, restores the original
interpretation and enables you to play original Quake 2 maps in
Ground Zero co-op. Though keep in mind that Ground Zero maps will
not work correctly when this cvar is enabled so remember to
disable it again before playing Ground Zero maps in co-op. By
default this cvar is disabled (set to 0).
* **g_commanderbody_nogod**: If set to `1` the tank commanders body
entity can be destroyed. If the to `0` (the default) it is
indestructible.
* **g_footsteps**: If set to `1` (the default) footstep sounds are
generated when the player is on ground and faster than 255. This is
the behaviour of Vanilla Quake II. If set to `2` footestep sound
always generated as long as the player is on ground. If set to `3`
footsteps are always generated. If set to `0` footstep sounds are
never generated. Cheat protected to `1`. Note that there isn't a
reliable way to figure out if the player is on ground. Footsteps
may not be generated in all circumstances, especially when the player
is moving over stairs and slopes.
* **g_monsterfootsteps**: If set to `1` monster footstep are generated.
By default this cvar is disabled (set to 0). Additional footstep
sounds are required. See the installation guide for details.
* **g_fix_triggered**: This cvar, when set to `1`, forces monsters to
spawn in normally if they are set to a triggered spawn but do not
have a targetname. There are a few cases of this in Ground Zero and
The Reckoning. This cvar is disabled by default to maintain the
original gameplay experience.
* **g_machinegun_norecoil**: Disable machine gun recoil in single player.
By default this is set to `0`, this keeps the original machine gun
recoil in single player. When set to `1` the recoil is disabled in
single player, the same way as in multiplayer.
This cvar only works if the game.dll implements this behaviour.
* **g_quick_weap**: If set to `1`, both *weapprev* and *weapnext*
commands will "count" how many times they have been called, making
possible to skip weapons by quickly tapping one of these keys.
By default this cvar is set to `0`, and will only work if the
game.dll implements this behaviour.
* **g_swap_speed**: Sets the speed of the "changing weapon" animation.
Default is `1`. If set to `2`, it will be double the speed, `3` is
the triple... up until the max of `8`, since there are at least 2
frames of animation that will be played compulsorily, on every weapon.
Cheat-protected, has to be a positive integer. As with the last one,
will only work if the game.dll implements this behaviour.
* **g_disruptor (Ground Zero only)**: This boolean cvar controls the
availability of the Disruptor weapon to players. The Disruptor is
a weapon that was cut from Ground Zero during development but all
of its code and assets were still present in the source code and
the released game. This is basically a player-held version of the
2nd Widow boss' tracker weapon - a black-ish ball of energy.
When this cvar is set to 1 you can use the "give Disruptor" and
"give rounds X" commands to give yourself the weapon and its ammo,
and its items, weapon\_disintegrator and ammo\_disruptor, can be
spawned in maps (in fact, some official Ground Zero maps contain
these entities). This cvar is set to 0 by default.
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* **nextdemo**: Defines the next command to run after maps from the
`nextserver` list. By default this is set to the empty string.
* **nextserver**: Used for looping the introduction demos.
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## Audio
* **al_device**: OpenAL device to use. In most cases there's no need to
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change this, since the default device is normally the correct choice.
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* **al_driver**: OpenAL library to use. This is useful if for some
reasons several OpenAL libraries are available and Quake II picks the
wrong one. The given value is the name of the library, for example
`libopenal.so.1`.
* **ogg_enable**: Enable Ogg/Vorbis music playback.
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* **ogg_ignoretrack0**: Normally Quake II disables the background music
if a major objective has been archived by setting the music track to
0. Setting this cvar to `1` disables this behavior, the music keeps
playing.
* **s_doppler**: If set to `1` doppler effects are enabled. This is only
supported by the OpenAL sound backend.
* **s_openal**: Use OpenAL for sound playback. This is enabled by
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default. OpenAL gives a huge quality boost over the classic sound
system and supports surround speakers and HRTF for headphones. OpenAL
is much more reliable than the classic sound system, especially on
modern systems like Windows 10 or Linux with PulseAudio.
* **s_underwater**: Dampen sounds if submerged. Enabled by default.
* **s_occlusion_strength**: If set bigger than `0` sound occlusion effects
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are enabled. This is only supported by the OpenAL sound backend. By
default this cvar is disabled (set to 0).
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* **s_reverb_preset**: Enable reverb effect. By default this cvar is disabled
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(set to `-1`). Possible values:
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`-2`: Auto reverb effect select,
`-1`: Disable reverb effect,
`>=0`: select predefined effect.
* **cl_audiopaused**: If set to `1` the sounds pause when the game does.
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## Graphics (all renderers)
* **cin_force43**: If set to `1` (the default) cinematics are displayed
with an aspect ratio of 4:3, regardless what the actual windows size
or resolution is.
* **cl_gun**: Decides whether the gun is drawn. If set to `0` the gun
is omitted. If set to `1` the gun is only drawn if the FOV is equal
or smaller than 90. This was the default with Vanilla Quake II. If set
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to `2` the gun is drawn regardless of the FOV. This is the default
in Yamagi Quake II.
* **fov**: Sets the field of view.
* **r_gunfov**: The weapons are rendered with a custom field of view,
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independently of the global **fov**, so they are not distorted at high
FOVs. A value of `75` should look identical to the old code at `fov
90`, it defaults to `80` because that looks a bit better. Set to `-1`
for the same value as `fov`.
* **horplus**: If set to 1 (the default) the horplus algorithm is used
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to calculate an optimal horizontal and vertical field of view,
independent of the window or screen aspect ratio or resolution.
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* **r_consolescale** / **r_hudscale** / **r_menuscale** and
**crosshair_scale**: Scale the console, the HUD, the menu and the
crosshair. The value given is the scale factor, a factor of `1` means
no scaling. Values greater `1` make the objects bigger, values lower 1
smaller. The special value `-1` (default) sets the optimal scaling
factor for the current resolution. All cvars are set through the
scaling slider in the video menu.
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* **r_customheight** / **r_customwidth**: Specifies a custom resolution,
the windows will be *r_customheight* pixels high and *r_customwidth*
pixels wide. Set *r_mode* to `-1` to use the custom resolution.
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* **r_farsee**: Normally Quake II renders only up to 4096 units. If set
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to `1` the limit is increased to 8192 units. This helps with some
custom maps and is problematic with other custom maps.
* **r_fixsurfsky**: Some maps misuse sky surfaces for interior
lighting. The original renderer had a bug that made such surfaces
mess up the lighting of entities near them. If set to `0` (the
default) the bug is there and maps look like their developers
intended. If set to `1` the bug is fixed and the lighting correct.
* **r_vsync**: Enables the vsync: frames are synchronized with
display refresh rate, should (but doesn't always) prevent tearing.
Set to `1` for normal vsync and `2` for adaptive vsync.
* **r_anisotropic**: Anisotropic filtering. Possible values are
dependent on the GPU driver, most of them support `1`, `2`, `4`, `8`
and `16`. Anisotropic filtering gives a huge improvement to texture
quality by a negligible performance impact.
* **r_msaa_samples**: Full scene anti aliasing samples. The number of
samples depends on the GPU driver, most drivers support at least `2`,
`4` and `8` samples. If an invalid value is set, the value is reverted
to the highest number of samples supported. Especially on OpenGL 3.2
anti aliasing is expensive and can lead to a huge performance hit, so
try setting it to a lower value if the framerate is too low.
* **r_videos_unfiltered**: If set to `1`, don't use bilinear texture
filtering on videos (defaults to `0`).
* **r_2D_unfiltered**: If set to `1`, don't filter textures of 2D
elements like menus and the HUD (defaults to `0`).
* **r_lerp_list**: List separated by spaces of 2D textures that *should*
be filtered bilinearly, even if `r_2D_unfiltered` is set to `1`.
* **r_nolerp_list**: List separated by spaces of textures omitted from
bilinear filtering (mostly relevant if `r_2D_unfiltered` is `0`).
Used by default to exclude the console and HUD font and crosshairs.
Make sure to include the default values when extending the list.
* **r_retexturing**: If set to `1` (the default) and a retexturing pack
is installed, the high resolution textures are used.
* **r_scale8bittextures**: If set to `1`, scale up all 8bit textures.
* **r_shadows**: Enables rendering of shadows. Quake IIs shadows are
very simple and are prone to render errors.
* **vid_displayrefreshrate**: Sets the displays refresh rate. The
default `-1` let the game determine the refresh rate automatically.
Often the default setting is okay, but some graphics drivers report
wrong refresh rates. For example 59hz are reported while the display
has 59.95hz.
* **vid_gamma**: The value used for gamma correction. Higher values look
brighter. The OpenGL 3.2 OpenGL ES3 and Vulkan renderers apply this to
the window in realtime via shaders (on all platforms). When the game
is build against SDL2, the OpenGL 1.4 renderer uses "hardware gamma"
when available, increasing the brightness of the whole screen. On
MacOS the gamma is applied only at renderer start, so a `vid_restart`
is required. When the game is build against SDL3, the OpenGL 1.4
renderer doesn't support gamma. Have a look at `gl1_overbrightbits`
instead. This is also set by the brightness slider in the video menu.
* **vid_fullscreen**: Sets the fullscreen mode. When set to `0` (the
default) the game runs in window mode. When set to `1` the games
switches the display to the requested resolution. That resolution
must be supported by the display, otherwise the game tries several
steps to recover. When set to `2` a fullscreen window is created.
It's recommended to use the displays native resolution with the
fullscreen window, use `r_mode -2` to switch to it.
Implement high dpi awareness into the client and all renderers. Over the last years high dpi displays became increasingly popular. We already implemented very basic high dpi support for Windows several years ago by setting the "please don't scale us" option. Linux (and all other unixoid platforms) hadn't a real understandig of high dpi and everything involved until the advent of Wayland and finally the *fractional-scale-v1* protocol last autumn. Since then SDL (even bevore the protocol was finalized) and all three common Wayland compositors (Gnome, KDE and wlroots) have grown support for the protocol and are now high dpi aware. In a high dpi aware world the choice is scale yourself or get scaled by the compositor. The later option isn't so good for fast paced games like Quake II, it introduces blur and slugishness. Therefore implement hig dpi awareness through SDL. This isn't perfect right now: * SDL is still getting high dpi awareness fixes with every release. High dpi awareness in YQ2 is currently limited to at least SDL 2.26 and we may rise the required version even more if necessary. * There are stll bugs in the compositors. For example Gnome 44.1 has a tedency to misscalculate the space occupied by the fullscreen window, the game ends up wit a white bar on top. sway even misscalculates some scaling factors: https://github.com/swaywm/sway/issues/7463 * SDL hasn't got a reliable way to get the real non scales desktop resolution. Because of this: * High dpi awareness is currently restricted to Wayland. Let's get one platform right before we implement it for everything else. * It's hidden behind `vid_highdpiawareness` and disabled by default. High dpi awareness is implemented by setting `SDL_WINDOW_ALLOW_HIGHDPI` on the window. After the window and rendering context are created `SDL_GL_GetDrawableSize()` or `SDL_GetRendererOutputSize()` are used to query the actual drawable size and the internal representation is overwritten with it. This would scale the fullscreen window over the full screen, no matter what resolution was selected. Some work arounds are implemented to (mostly) keep the old behaviour were resoltions lower than the desktop resolution weren't scaled. There is one inconsistency: While the non high dpi aware soft renderer always scaled over the full screen, the high dpi aware variant doesn't. This is a restriction by SDL Renderer. Setting native fullscreen was broken before when running on high dpi displays and it's not fixed. This is caused by SDL being unable to determine the real resolution (or whatever the compositor thinks the real resolution is). Depending on the compositor or if the client is high dpi aware the correct resolution must be set by hand **or** auto setting with `r_mode -2` must be used. Resolution detection was switched to `SDL_GetCurrentDisplayMode()` because it's somewhat less problematic than `SDL_GetCDesktopDisplayMode()`. The renderer API was extended by one function pointer `*GetDrawableSize` used to communicate the actual drawable size between renderer and client. The API version was bumped to 6. I'll fix ref_vk before pushing this change to master.
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* **vid_highdpiaware**: When set to `1` the client is high DPI aware
and scales the window (and thus the requested resolution) by the
scaling factor of the underlying display. Example: The displays
scaling factor is 1.25 and the user requests 1920x1080. The client
will render at 1920\*1.25x1080\*1.25=2400x1350.
When set to `0` the client leaves the decision if the window should
be scaled to the underlying compositor. Scaling applied by the
compositor may introduce blur and sluggishness.
Currently high dpi awareness is only supported under Wayland.
Defaults to `0` when build against SDL2 and to `1` when build against
SDL3.
Implement high dpi awareness into the client and all renderers. Over the last years high dpi displays became increasingly popular. We already implemented very basic high dpi support for Windows several years ago by setting the "please don't scale us" option. Linux (and all other unixoid platforms) hadn't a real understandig of high dpi and everything involved until the advent of Wayland and finally the *fractional-scale-v1* protocol last autumn. Since then SDL (even bevore the protocol was finalized) and all three common Wayland compositors (Gnome, KDE and wlroots) have grown support for the protocol and are now high dpi aware. In a high dpi aware world the choice is scale yourself or get scaled by the compositor. The later option isn't so good for fast paced games like Quake II, it introduces blur and slugishness. Therefore implement hig dpi awareness through SDL. This isn't perfect right now: * SDL is still getting high dpi awareness fixes with every release. High dpi awareness in YQ2 is currently limited to at least SDL 2.26 and we may rise the required version even more if necessary. * There are stll bugs in the compositors. For example Gnome 44.1 has a tedency to misscalculate the space occupied by the fullscreen window, the game ends up wit a white bar on top. sway even misscalculates some scaling factors: https://github.com/swaywm/sway/issues/7463 * SDL hasn't got a reliable way to get the real non scales desktop resolution. Because of this: * High dpi awareness is currently restricted to Wayland. Let's get one platform right before we implement it for everything else. * It's hidden behind `vid_highdpiawareness` and disabled by default. High dpi awareness is implemented by setting `SDL_WINDOW_ALLOW_HIGHDPI` on the window. After the window and rendering context are created `SDL_GL_GetDrawableSize()` or `SDL_GetRendererOutputSize()` are used to query the actual drawable size and the internal representation is overwritten with it. This would scale the fullscreen window over the full screen, no matter what resolution was selected. Some work arounds are implemented to (mostly) keep the old behaviour were resoltions lower than the desktop resolution weren't scaled. There is one inconsistency: While the non high dpi aware soft renderer always scaled over the full screen, the high dpi aware variant doesn't. This is a restriction by SDL Renderer. Setting native fullscreen was broken before when running on high dpi displays and it's not fixed. This is caused by SDL being unable to determine the real resolution (or whatever the compositor thinks the real resolution is). Depending on the compositor or if the client is high dpi aware the correct resolution must be set by hand **or** auto setting with `r_mode -2` must be used. Resolution detection was switched to `SDL_GetCurrentDisplayMode()` because it's somewhat less problematic than `SDL_GetCDesktopDisplayMode()`. The renderer API was extended by one function pointer `*GetDrawableSize` used to communicate the actual drawable size between renderer and client. The API version was bumped to 6. I'll fix ref_vk before pushing this change to master.
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* **vid_maxfps**: The maximum framerate. *Note* that vsync (`r_vsync`)
also restricts the framerate to the monitor refresh rate, so if vsync
is enabled, the game won't render more than frame than the display can
show. Defaults to `300`.
Related to this: *cl_maxfps* and *cl_async*.
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* **vid_pauseonfocuslost**: When set to `1` the game is paused as soon
as it's window looses focus. It will work only in situation were the
game can be paused, e.g. not in multiplayer games. Defaults to `0`.
* **vid_renderer**: Selects the renderer library. Possible options are
`gl3` (the default) for the OpenGL 3.2 renderer, `gles3` for the
OpenGL ES3 renderer, gl1 for the original OpenGL 1.4 renderer and
`soft` for the software renderer.
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## Graphics (GL renderers only)
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* **gl_zfix**: Sometimes two or even more surfaces overlap and flicker.
If this cvar is set to `1` the renderer inserts a small gap between
the overlapping surfaces to mitigate the flickering. This may make
things better or worse, depending on the map.
* **gl_texturemode**: How textures are filtered.
- `GL_NEAREST`: No filtering (using value of *nearest* source pixel),
mipmaps not used
- `GL_LINEAR`: Bilinear filtering, mipmaps not used
- `GL_LINEAR_MIPMAP_NEAREST`: The default - Bilinear filtering when
scaling up, using mipmaps with nearest/no filtering when scaling down
Other supported values: `GL_NEAREST_MIPMAP_NEAREST`,
`GL_NEAREST_MIPMAP_LINEAR`, `GL_LINEAR_MIPMAP_LINEAR`
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## Graphics (OpenGL 1.4 only)
* **gl1_biglightmaps**: Enables lightmaps and scrap to use a bigger
texture size, which means fewer texture switches, improving
performance. Default is `1` (enabled). Requires a `vid_restart`.
* **gl1_intensity**: Sets the color intensity. Must be a floating point
value, at least `1.0` - default is `2.0`. Applied when textures are
loaded, so it needs a `vid_restart`.
* **gl1_multitexture**: Enables (`1`) the blending of color and light
textures on a single drawing pass; disabling this (`0`) does one pass
for color and another for light. Default is `2`, which also enables
texture combine mode (`GL_ARB_texture_env_combine`) when supported.
Requires a `vid_restart` when changed.
* **gl1_overbrightbits**: Enables overbright bits, brightness scaling of
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lightmaps and models. Higher values make shadows less dark. Possible
values are `0` (no overbright bits), `1` (more correct lighting for
liquids), `2` (scale lighting by factor 2), and `4` (scale by factor
4). Applied in realtime, does not need `vid_restart`.
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* **gl1_particle_square**: If set to `1` particles are rendered as
squares.
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* **gl1_stencilshadow**: If `gl_shadows` is set to `1`, this makes them
look a bit better (no flickering) by using the stencil buffer.
## Graphics (OpenGL 3.2 and OpenGL ES3 only)
* **gl3_debugcontext**: Enables the OpenGL 3.2 renderers debug context,
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e.g. prints warnings and errors emitted by the GPU driver. Not
supported on macOS. This is a pure debug cvar and slows down
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rendering.
* **gl3_intensity**: Sets the color intensity used for 3D rendering.
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Similar to OpenGL 1.4 `gl1_intensity`, but more flexible: can be any
value between 0.0 (completely dark) and 256.0 (very bright). Good
values are between `1.0` and `2.0`, default is `1.5`. Applied in
realtime via shader, so it does not need a `vid_restart`.
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* **gl3_intensity_2D**: The same for 2D rendering (HUD, menu, console,
videos)
* **gl3_overbrightbits**: Enables overbright bits, brightness scaling of
lightmaps and models. Higher values make shadows less dark. Similar
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to OpenGL 1.4 `gl1_overbrightbits`, but allows any floating point
number. Default is `1.3`. In the OpenGL 3.2 renderer, no lighting
fixes for water are needed, so `1.0` has no special meaning.
* **gl3_particle_size**: The size of particles - Default is `40`.
* **gl3_particle_fade_factor**: "softness" of particles: higher values
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look less soft. Defaults to `1.2`. A value of `10` looks similar to
the OpenGL 1.4 particles.
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* **gl3_particle_square**: If set to `1`, particles are rendered as
squares, like in the old software renderer or Quake 1. Default is `0`.
* **gl3_colorlight**: When set to `0`, the lights and lightmaps are
colorless (greyscale-only), like in the original soft renderer.
Default is `1`.
* **gl3_usefbo**: When set to `1` (the default), an OpenGL Framebuffer
Object is used to implement a warping underwater-effect (like the
software renderer has). Set to `0` to disable this, in case you don't
like the effect or it's too slow on your machine.
## Graphics (Software only)
* **sw_gunzposition**: Z offset for the gun. In the original code this
was always `0`, which will draw the gun too near to the player if a
custom gun field of view is used. Defaults to `8`, which is more or
less optimal for the default gun field of view of 80.
* **sw_colorlight**: enable experimental color lighting.
## Game Controller
* **in_initjoy**: Toggles initialization of game controller. Default is
`1`, which enables gamepad usage; `0` disables its detection at
startup. Can only be set from command line.
* **in_sdlbackbutton**: Defines which button is used in the gamepad or
joystick as the `Esc` key, to access the main menu and 'cancel' /
'go back' on its options. Default is `0`, which corresponds to the
Back/Select/Minus button. Set to `1` to use Start/Menu/Plus, and to
`2` to use the Guide/Home/PS button. Requires a game restart
(or controller replug) when changed.
* **joy_layout**: Allows to select the stick layout of the gamepad.
- `0`: *Default*, left stick moves, right aims
- `1`: *Southpaw*, same as previous one with inverted sticks
- `2`: *Legacy*, left moves forward/backward and turns, right strafes
and looks up/down
- `3`: *Legacy Southpaw*, inverted sticks version of previous one
- `4`: *Flick Stick*, left stick moves, right checks your surroundings
in 360º, gyro required for looking up/down
- `5`: *Flick Stick Southpaw*, swapped sticks version of last one
* **joy_left_deadzone** / **joy_right_deadzone**: Inner, circular
deadzone for each stick, where inputs below this radius will be
ignored. Default is `0.16` (16% of possible stick travel).
* **joy_left_snapaxis** / **joy_right_snapaxis**: Ratio on the value of
one axis (X or Y) to snap you to the other. It creates an axial
deadzone with the shape of a "bowtie", which will help you to do
perfectly horizontal or vertical movements the more you mark a
direction with the stick. Increasing this too much will reduce speed
for the diagonals, but will help you to mark 90º/180º turns with Flick
Stick. Default `0.15`.
* **joy_left_expo** / **joy_right_expo**: Exponents on the response
curve on each stick. Increasing this will make small movements to
represent much smaller inputs, which helps precision with the sticks.
`1.0` is linear. Default `2.0` (quadratic curve).
* **joy_flick_threshold**: Used only with Flick Stick, specifies the
distance from the center of the stick that will make the player flick
or rotate. Default `0.65` (65%).
* **joy_flick_smoothed**: Flick Stick only, rotations below this angle
(in degrees) will be smoothed. Reducing this will increase
responsiveness at the cost of jittery movement. Most gamepads will work
nicely with a value between 4.0 and 8.0. Default `8.0`.
* **gyro_mode**: Operation mode for the gyroscope sensor of the game
controller. Options are `0` = always off, `1` = off with the
`+gyroaction` bind to enable, `2` = on with `+gyroaction` to
disable (default), `3` = always on.
* **gyro_turning_axis**: Sets which gyro axis will be used for turning.
The default `0` is "yaw" (turn), for people who prefer to hold their
controller flat, like using a pointing device. `1` is "roll" (lean),
for people who hold the controller upright, or use a device with the
controller attached to the screen, e.g. Steam Deck.
* **gyro_calibration_(x/y/z)**: Offset values on each axis of the gyro
which helps it reach true "zero movement", complete stillness. These
values are wrong if you see your in-game view "drift" when leaving
the controller alone. As these vary by device, it's better to use
'calibrate' in the 'gamepad' -> 'gyro' menu to set them.
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* **joy_haptic_magnitude**: Haptic magnitude value, By default this cvar
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is `0.0` or disabled. Valid values are positive, e.g. 0..2.0.
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* **joy_haptic_filter**: List of sound file names produced haptic feedback
separated by space. `*` could be used for replace part of file name as
regular expression. `!` at the beginning of value could be used for skip
file name equal to value.
* **joy_haptic_distance**: Haptic maximum effect distance value, By default
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this cvar is `100.0`. Any positive value is valid. E.g. effect of shoot
to a barrel has 58 points when player stay near the barrel.
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* **s_feedback_kind**: Select kind of controller feedback to use. By default
this cvar is `0`. Possible values:
`0`: Rumble feedback,
`1`: Haptic feedback.
## cvar operations
cvar operations are special commands that allow the programmatic
manipulation of cvar values. They can be used for scripting and the
like.
* **dec <cvar> [val]**: Decrements the given cvar by `1` or the optional
value `val`.
* **inc <cvar> [val]**: Increments the given cvar by `1` or the optional
value `val`.
* **reset <cvar>**: Reset the given cvar to it's default value.
* **resetall**: Reset all known cvar to their default values.
* **toggle <cvar> [val0] [val1]**: Toggle the given cvar between `0` and
`1`. If the optional arguments `val0` and `val1` are given the given
cvar is toggled between them.