diff --git a/stuff/cvarlist.md b/stuff/cvarlist.md index 1978eb7e..811279df 100644 --- a/stuff/cvarlist.md +++ b/stuff/cvarlist.md @@ -1,23 +1,20 @@ 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. Please note: There's normally no need to change any -cvar! Use the menu instead. +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_`. +Please note: There's normally no need to change any cvar! Use the menu instead. - -* **al_device**: OpenAL device to use. In most cases there's no need to - change this, since the default device is normally the right choice. +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 containing the binaries is used. -* **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_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 @@ -32,6 +29,47 @@ cvar! Use the menu instead. * **cl_drawfps**: Shows the framecounter. The shown value is rather inaccurate, the imprecision is about 5%. +* **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. + + +Audio: +------ + +* **al_device**: OpenAL device to use. In most cases there's no need to + change this, since the default device is normally the right choice. + +* **ogg_enable**: Enable Ogg/Vorbis music playback. + +* **ogg_ignoretrack0**: Normally Quake II disabled the background music + if a major objective has been archived by setting the music track to 0.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` (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 + default. OpenAL gives a huge quality boost over the classic sound + system. + +* **s_underwater**: Dampen sounds if submerged. Enabled by default. + + +Graphics (all renderers): +------------------------- + +* Most old `r_*` cvars, but renamed to `gl_*` + +* **vid_renderer**: Selects the renderer library. Possible options are + `gl1` (the default) for the old OpenGL 1.4 renderer and `gl3` for + the new OpenGL 3.2 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 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 @@ -41,27 +79,18 @@ cvar! Use the menu instead. * **fov**: Sets the field of view. If the *horplus* cvar is set to `1`, this is forced to 90. -* **gl3_debugcontext**: Enables the OpenGL 3.2 renderers debug context, - e.g. prints warnings and errors thrown by the GPU driver. This is a - pure debug cvar and has high overhead. +* **horplus**: If set to 1 (the default) the horplus algorithm is used + to calculate an optimal horizontal and vertical field of view, independent + of the window or screen aspect ratio or resolution. + If enabled *fov* is forced to `90`. -* **gl3_intensity** / **intensity**: Sets the color intensity. Since - OpenGL 1.4 and 3.2 have different scales there're 2 cvar. - **intensity** for OpenGL 1.4 and **gl3_intensity** for OpenGL 3.2. - -* **gl3_overbrightbits** / **gl_overbrightbits**: Enables overbright - bits, brightness scaling of all textures. OpenGL 1.4 is controlled - through **gl_overbrightbits** and employs a rather simple algorithm. - Possible values are `0` (no overbright bits), `1` (correct lighting - for water), `2` (scale by factor 2) and `3` (scale by factor 3). - OpenGL 3.2 has a much better algorithm that is controlled by - *gl3_overbrightbits*. The cvar gives the scaling factor as a floating - point number. - -* **gl3_particle_size** / **gl3_particle_fade_factor**: OpenGL 3.2 - particle attributes. The look and feel of the OpenGL 1.4 particles - can be archived by setting *gl3_particle_size* to `20` and - *gl3_particle_fade_factor* to `10`. +* **vid_gamma**: The value used for gamma correction. Higher value looks + brighter. The GL1 renderer uses "Hardware Gamma", setting the Gamma of + your whole screen to this value in realtime (except on OSX where it's + applied to textures on load and thus needs a `vid_restart` after changing). + The GL3 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. * **gl_anisotropic**: Anisotropic filtering. Possible values are dependent on the GPU driver, most of them support `1`, `2`, `4`, `8` @@ -82,6 +111,13 @@ cvar! Use the menu instead. * **gl_farsee**: Normally Quake II renders only up to 4096 units. If set to `1` the limit is increased to 8192 units. +* **gl_maxfps**: The maximum framerate, if `cl_async` is `1`. Otherwise + `cl_maxfps` is used as maximum framerate. See `cl_async` description + above for more information. + *Note* that vsync (`gl_swapinterval`) also restricts the framerate to + the monitor refresh rate, so if vsync is enabled, you won't get more than + 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 `2`, `4` and `8` samples. If an invalid value is set the value is @@ -101,29 +137,46 @@ cvar! Use the menu instead. overlapping surfaces to mitigate the flickering. This may lead to small render errors. -* **horplus**: If set to 1 (the default) the horplus algorithm is used - to calculate an optimal FOX. If enabled *fov* is forced to `90`. +Graphics (GL1 only): +-------------------- -* **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. +* **intensity**: Sets the color intensity used for 3D rendering. + 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`! -* **ogg_enable**: Enable Ogg/Vorbis playback. +* **gl_overbrightbits**: Enables overbright bits, brightness scaling of + lightmaps and models. Higher values make shadows less dark. + Possible values are `0` (no overbright bits), `1` (correct lighting + for water), `2` (scale by factor 2) and `3` (scale by factor 3). + Applied in realtime, does not need `vid_restart`. -* **ogg_ignoretrack0**: Normally Quake II disabled the background music - if a major objective has been archived. Setting this cvar to `1` - disables this, the music keeps playing. +* **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) -* **s_doppler**: If set to `1` (the default) doppler effects are enabled. - This is only supported by the OpenAL sound backend. +Graphics (GL3 only): +-------------------- -* **s_openal**: Use OpenAL for sound playback. This is enabled by - default. OpenAL gives a huge quality boost over the classic sound - system. +* **gl3_debugcontext**: Enables the OpenGL 3.2 renderers debug context, + e.g. prints warnings and errors emmitted by the GPU driver. + Not supported on OSX. This is a pure debug cvar and slows down rendering. -* **s_underwater**: Dampen sounds if submerged. Enabled by default. +* **gl3_intensity**: Sets the color intensity used for 3D rendering. + Similar to 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`. -* **vid_renderer**: Selects the renderer library. Possible options are - `gl1` (the default) for OpenGL 1.4 and `gl3` for OpenGL 3.2. +* **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 to GL1's `gl_overbrightbits`, but allows any floating point number. + Default is `1.3`. In the OpenGL3.2 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 + look less soft. Defaults to `1.2`. + A value of `10` looks similar to the GL1 particles.