cvarlist: fix some typos

This commit is contained in:
Daniel Gibson 2017-05-25 15:56:10 +02:00
parent 8301d893f2
commit 6e6c90bd8c

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@ -5,34 +5,35 @@ 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 the `r_*` renderer cvars have been renamed
to `gl_*` and there are cvars specific to the OpenGL3.2 renderer that
stat with `gl3_`.
start with `gl3_`.
Please note: There's normally no need to change any cvar! Use the menu instead.
General:
--------
* **basedir**: Directory from which the game data is loaded. Can be used
in startup scripts, to test binaries, etc. If not set the directory
in startup scripts, to test binaries, etc. If not set, the directory
containing the binaries is used.
* **cl_async**: If set to `1` (the default) the client is asynchronous.
The client framerate is fixed, the renderer framerate is variable.
This makes it possible to renderer as much frames as desired without
This makes it possible to renderer as many frames as desired without
any physics and movement problems. The client framerate is controlled
by *cl_maxfps*, set to `60` by defaut. The renderer framerate is
controlled by *gl_maxfps*. There're two constraints: *gl_maxfps* must
controlled by *gl_maxfps*. There are two constraints: *gl_maxfps* must
be the same or greater than *cl_maxfps*. In case that the vsync is
active *gl_maxfps* must not be lower than the display refresh rate. If
*cl_async* is set to `0` *gl_maxfps* is the same as *cl_maxfps*, use
active, *gl_maxfps* must not be lower than the display refresh rate.
If *cl_async* is set to `0` *gl_maxfps* is the same as *cl_maxfps*, use
*cl_maxfps* to set the framerate.
* **cl_drawfps**: Shows the framecounter. The shown value is rather
inaccurate, the imprecision is about 5%.
inaccurate and gets less precise with higher framerates, as it only
measures full milliseconds.
* **in_grab**: Defines how the mouse is grabbed by 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.
gameplay and released otherwise (in menu, console or if game is paused).
Audio:
@ -52,7 +53,7 @@ Audio:
* **s_openal**: Use OpenAL for sound playback. This is enabled by
default. OpenAL gives a huge quality boost over the classic sound
system.
system and supports surround speakers and HRTF.
* **s_underwater**: Dampen sounds if submerged. Enabled by default.
@ -73,7 +74,7 @@ Graphics (all renderers):
* **cl_gun**: Decides weather 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
to `2` the gun is drawn regardless of the FOX. This is the default
to `2` the gun is drawn regardless of the FOV. This is the default
in Yamagi Quake II.
* **fov**: Sets the field of view. If the *horplus* cvar is set to `1`,
@ -100,7 +101,7 @@ Graphics (all renderers):
* **gl_consolescale** / **gl_hudscale** / **gl_menuscale**: Scale the
console, the HUD and the menu. 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` set the optimal
bigger, values lower 1 smaller. The special value `-1` sets the optimal
scaling factor for the current resolution.
* **gl_customheight** / **gl_customwidth**: Specifies a custom
@ -119,10 +120,11 @@ Graphics (all renderers):
60fps on most displays (or 120 on a 120hz display etc).
* **gl_msaa_samples**: Full scene anti aliasing samples. The number of
samples is dependent on the GPU driver, most drivers support at least
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 the highest number of samples supported. Especially on OpenGL
3.2 anti aliasing is expensive and can lead to a huge performance hit.
3.2 anti aliasing is expensive and can lead to a huge performance hit,
so try setting it to a lower value if your framerate is too low.
* **gl_retexturing**: If set to `1` (the default) and a retexturing pack
is installed, the high resolution textures are used.
@ -130,11 +132,12 @@ Graphics (all renderers):
* **gl_shadows**: Enables rendering of shadows. Quake IIs shadows are
very simple and are prone to render errors.
* **gl_swapinterval**: Enables the vsync.
* **gl_swapinterval**: Enables the vsync: frames are synchronized with
display refresh rate, should (but doesn't always) prevent tearing.
* **gl_zfix**: Sometimes 2 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 lead to
* **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 lead to
small render errors.
Graphics (GL1 only):
@ -150,8 +153,8 @@ Graphics (GL1 only):
for water), `2` (scale by factor 2) and `3` (scale by factor 3).
Applied in realtime, does not need `vid_restart`.
* **gl_stencilshadow**: If `gl_shadows` is set to `1`, this makes them look
a bit better (no flickering) by using the stencil buffer.
* **gl_stencilshadow**: If `gl_shadows` is set to `1`, this makes them
look a bit better (no flickering) by using the stencil buffer.
(This is always done in GL3, so not configurable there)
Graphics (GL3 only):