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cvarlist: fix some typos
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@ -5,34 +5,35 @@ This lists explains most console variables (cvars) added by Yamagi
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Quake II. Most of the original clients (Vanilla Quake II) cvars are
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still in place, however the `r_*` renderer cvars have been renamed
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to `gl_*` and there are cvars specific to the OpenGL3.2 renderer that
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stat with `gl3_`.
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start with `gl3_`.
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Please note: There's normally no need to change any cvar! Use the menu instead.
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General:
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--------
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* **basedir**: Directory from which the game data is loaded. Can be used
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in startup scripts, to test binaries, etc. If not set the directory
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in startup scripts, to test binaries, etc. If not set, the directory
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containing the binaries is used.
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* **cl_async**: If set to `1` (the default) the client is asynchronous.
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The client framerate is fixed, the renderer framerate is variable.
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This makes it possible to renderer as much frames as desired without
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This makes it possible to renderer as many frames as desired without
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any physics and movement problems. The client framerate is controlled
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by *cl_maxfps*, set to `60` by defaut. The renderer framerate is
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controlled by *gl_maxfps*. There're two constraints: *gl_maxfps* must
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controlled by *gl_maxfps*. There are two constraints: *gl_maxfps* must
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be the same or greater than *cl_maxfps*. In case that the vsync is
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active *gl_maxfps* must not be lower than the display refresh rate. If
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*cl_async* is set to `0` *gl_maxfps* is the same as *cl_maxfps*, use
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active, *gl_maxfps* must not be lower than the display refresh rate.
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If *cl_async* is set to `0` *gl_maxfps* is the same as *cl_maxfps*, use
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*cl_maxfps* to set the framerate.
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* **cl_drawfps**: Shows the framecounter. The shown value is rather
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inaccurate, the imprecision is about 5%.
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inaccurate and gets less precise with higher framerates, as it only
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measures full milliseconds.
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* **in_grab**: Defines how the mouse is grabbed by Quake IIs window. If
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set to `0` the mouse is never grabbed and if set to `1` it's always
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grabbed. If set to `2` (the default) the mouse is grabbed during
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gameplay and released otherwise.
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gameplay and released otherwise (in menu, console or if game is paused).
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Audio:
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@ -51,8 +52,8 @@ Audio:
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This is only supported by the OpenAL sound backend.
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* **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
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system.
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default. OpenAL gives a huge quality boost over the classic sound
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system and supports surround speakers and HRTF.
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* **s_underwater**: Dampen sounds if submerged. Enabled by default.
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@ -73,7 +74,7 @@ Graphics (all renderers):
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* **cl_gun**: Decides weather the gun is drawn. If set to `0` the gun
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is omitted. If set to `1` the gun is only drawn if the FOV is equal
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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 FOX. This is the default
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to `2` the gun is drawn regardless of the FOV. This is the default
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in Yamagi Quake II.
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* **fov**: Sets the field of view. If the *horplus* cvar is set to `1`,
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@ -100,7 +101,7 @@ Graphics (all renderers):
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* **gl_consolescale** / **gl_hudscale** / **gl_menuscale**: Scale the
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console, the HUD and the menu. The value given is the scale factor, a
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factor of `1` means no scaling. Values greater `1` make the objects
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bigger, values lower 1 smaller. The special value `-1` set the optimal
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bigger, values lower 1 smaller. The special value `-1` sets the optimal
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scaling factor for the current resolution.
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* **gl_customheight** / **gl_customwidth**: Specifies a custom
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@ -119,10 +120,11 @@ Graphics (all renderers):
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60fps on most displays (or 120 on a 120hz display etc).
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* **gl_msaa_samples**: Full scene anti aliasing samples. The number of
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samples is dependent on the GPU driver, most drivers support at least
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samples depends on the GPU driver, most drivers support at least
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`2`, `4` and `8` samples. If an invalid value is set the value is
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reverted the highest number of samples supported. Especially on OpenGL
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3.2 anti aliasing is expensive and can lead to a huge performance hit.
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3.2 anti aliasing is expensive and can lead to a huge performance hit,
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so try setting it to a lower value if your framerate is too low.
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* **gl_retexturing**: If set to `1` (the default) and a retexturing pack
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is installed, the high resolution textures are used.
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@ -130,11 +132,12 @@ Graphics (all renderers):
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* **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_swapinterval**: Enables the vsync.
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* **gl_swapinterval**: Enables the vsync: frames are synchronized with
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display refresh rate, should (but doesn't always) prevent tearing.
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* **gl_zfix**: Sometimes 2 or even more surfaces overlap and flicker. If
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this cvar is set to `1` the renderer inserts a small gap between the
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overlapping surfaces to mitigate the flickering. This may lead to
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* **gl_zfix**: Sometimes two or even more surfaces overlap and flicker.
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If this cvar is set to `1` the renderer inserts a small gap between
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the overlapping surfaces to mitigate the flickering. This may lead to
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small render errors.
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Graphics (GL1 only):
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@ -150,8 +153,8 @@ Graphics (GL1 only):
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for water), `2` (scale by factor 2) and `3` (scale by factor 3).
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Applied in realtime, does not need `vid_restart`.
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* **gl_stencilshadow**: If `gl_shadows` is set to `1`, this makes them look
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a bit better (no flickering) by using the stencil buffer.
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* **gl_stencilshadow**: If `gl_shadows` is set to `1`, this makes them
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look a bit better (no flickering) by using the stencil buffer.
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(This is always done in GL3, so not configurable there)
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Graphics (GL3 only):
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