yquake2remaster/doc/04_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 renderer.
* `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.
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All cvars may be given at command line trough `+set cvar value` or typed
into the console. The console can be opended with *Left Shift + Esc*.
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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).
* **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
* **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 later is more CPU friendly but rather
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inaccurate, especially on Windows. Use with care.
* **cl_async**: If set to `1` (the default) the client is asynchronous.
The client framerate is fixed, the renderer framerate is variable.
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This makes it possible to renderer as many frames as desired without
any physics and movement problems. The client framerate is controlled
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by *cl_maxfps*, set to `60` by default. The renderer framerate is
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controlled by *vid_maxfps*. There are two constraints:
* *vid_maxfps* must be the same or greater than *cl_maxfps*.
* In case that the vsync is active, *vid_maxfps* must not be lower
than the display refresh rate.
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Both contraints are enforced.
If *cl_async* is set to `0` *vid_maxfps* is the same as *cl_maxfps*,
use *cl_maxfps* to set the framerate.
* **cl_showfps**: Shows the framecounter. Set to `2` for more and to
`3` for even more informations.
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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).
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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.
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* **s_doppler**: If set to `1` (the default) 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.
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## Graphics (all renderers)
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* **vid_displayrefreshrate**: Sets the displays refresh rate. The
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default `-1` let the game determine the refresh rate automatically.
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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.
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* **vid_renderer**: Selects the renderer library. Possible options are
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`gl1` (the default) for the old OpenGL 1.4 renderer, `gl3` for the new
OpenGL 3.2 renderer and `soft` for the software renderer.
* **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.
* **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.
* **vid_gamma**: The value used for gamma correction. Higher values look
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brighter. The OpenGL 1.4 and software renderers use "Hardware Gamma",
setting the Gamma of the whole screen to this value in realtime
(except on MacOS where it's applied to textures on load and thus needs
a `vid_restart` after changing). The OpenGL 3.2 renderer applies this
to the window in realtime via shaders (on all platforms). This is
also set by the brightness slider in the video menu.
* **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.
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* **vid_maxfps**: The maximum framerate, if `cl_async` is `1`. Otherwise
`cl_maxfps` is used as maximum framerate. See `cl_async` description
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above for more information. *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.
* **r_vsync**: Enables the vsync: frames are synchronized with
display refresh rate, should (but doesn't always) prevent tearing.
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## Graphics (GL renderers only)
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* **gl_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.
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* **gl_fixsurfsky**: Some maps misuse sky surfaces for interior
lightning. The original renderer had a bug that made such surfaces
mess up the lightning 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 lightning correct.
* **gl_msaa_samples**: Full scene anti aliasing samples. The number of
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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.
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* **gl_nolerp_list**: list separate by spaces of textures omitted from
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bilinear filtering. Used by default to exclude the console and HUD
fonts. Make sure to include the default values when extending the
list.
* **gl_retexturing**: If set to `1` (the default) and a retexturing pack
is installed, the high resolution textures are used.
* **gl_shadows**: Enables rendering of shadows. Quake IIs shadows are
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very simple and are prone to render errors.
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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.
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## Graphics (OpenGL 1.4 only)
* **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_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
water), `2` (scale by factor 2) and `3` (scale by factor 3). Applied
in realtime, does not need `vid_restart`.
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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.
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## Graphics (OpenGL 3.2 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`.