Update the cvarlist to match reality.
This commit is contained in:
parent
1a6c1f5227
commit
edd3b1da8a
|
@ -1,5 +1,4 @@
|
|||
Yamagi Quake II Console Variables
|
||||
=================================
|
||||
# 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
|
||||
|
@ -12,66 +11,69 @@ have been renamed. The prefixes are:
|
|||
* `gl1_`: OpenGL 1.4 renderer.
|
||||
* `gl3_`: OpenGL 3.2 renderer.
|
||||
* `ogg_`: Ogg/Vorbis music playback.
|
||||
* `r_`: All renderers.
|
||||
* `r_`: Common to all renderers.
|
||||
* `s_`: Sound system.
|
||||
* `sw_`: Software renderer.
|
||||
* `vid_`: Video backend.
|
||||
|
||||
All cvars may be given at command line trough `+set cvar value` or typed
|
||||
into the console. The console can be opended with *shift-esc*.
|
||||
|
||||
Command line arguments
|
||||
----------------------
|
||||
|
||||
## Command line arguments
|
||||
|
||||
These are not console variables, they cannot be entered into the
|
||||
console only be given at 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).
|
||||
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.
|
||||
|
||||
* **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.
|
||||
* **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.
|
||||
|
||||
|
||||
General:
|
||||
--------
|
||||
## General
|
||||
|
||||
* **busywait**: By default this is set to `1`. causing Quake II to spin
|
||||
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 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 inaccurate,
|
||||
especially on Windows. Use with care.
|
||||
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
|
||||
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
|
||||
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.
|
||||
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 *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.
|
||||
If *cl_async* is set to `0` *vid_maxfps* is the same as *cl_maxfps*, use
|
||||
*cl_maxfps* to set the framerate.
|
||||
controlled by *vid_maxfps*. There are two constraints:
|
||||
|
||||
* **cl_showfps**: Shows the framecounter. The shown value is rather
|
||||
inaccurate and gets less precise with higher framerates, as it only
|
||||
measures full milliseconds.
|
||||
* *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.
|
||||
|
||||
* **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 (in menu, console or if game is paused).
|
||||
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.
|
||||
|
||||
* **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).
|
||||
|
||||
|
||||
Audio:
|
||||
------
|
||||
## 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.
|
||||
change this, since the default device is normally the correct choice.
|
||||
|
||||
* **al_driver**: OpenAL library to use. This is usefull if for some
|
||||
reasons several OpenAL libraries are available and Quake II picks the
|
||||
|
@ -80,12 +82,13 @@ Audio:
|
|||
|
||||
* **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.
|
||||
* **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` (the default) doppler effects are enabled.
|
||||
This is only supported by the OpenAL sound backend.
|
||||
* **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
|
||||
|
@ -94,20 +97,19 @@ Audio:
|
|||
* **s_underwater**: Dampen sounds if submerged. Enabled by default.
|
||||
|
||||
|
||||
Graphics (all renderers):
|
||||
-------------------------
|
||||
## Graphics (all renderers)
|
||||
|
||||
* Most old `r_*` cvars, but renamed to `gl_*`
|
||||
|
||||
* **vid_displayrefreshrate**: Sets the displays refresh rate. The
|
||||
default `-1` let the game determine the refresh rate automatically.
|
||||
There's little need to change that. If you do make sure that the refresh
|
||||
rate is rounded up, e.g. with a display of 59.95hz you should set `60`.
|
||||
Otherwise the game will render too few frames.
|
||||
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_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.
|
||||
`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
|
||||
|
@ -122,50 +124,50 @@ Graphics (all renderers):
|
|||
* **fov**: Sets the field of view.
|
||||
|
||||
* **r_gunfov**: The weapons are rendered with a custom field of view,
|
||||
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.
|
||||
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
|
||||
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`.
|
||||
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`.
|
||||
|
||||
* **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.
|
||||
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**, **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` sets the optimal scaling factor for the current resolution.
|
||||
* **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.
|
||||
|
||||
* **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.
|
||||
* **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.
|
||||
|
||||
* **r_farsee**: Normally Quake II renders only up to 4096 units. If set
|
||||
to `1` the limit is increased to 8192 units.
|
||||
to `1` the limit is increased to 8192 units. This helps with some
|
||||
custom maps and is problematic with other custom maps.
|
||||
|
||||
* **vid_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 (`r_vsync`) 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).
|
||||
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 60fps on most displays (or
|
||||
120 on a 120hz display etc).
|
||||
|
||||
* **r_vsync**: Enables the vsync: frames are synchronized with
|
||||
display refresh rate, should (but doesn't always) prevent tearing.
|
||||
|
||||
|
||||
Graphics (GL renderers only):
|
||||
-----------------------------
|
||||
## Graphics (GL renderers only)
|
||||
|
||||
* **gl_anisotropic**: Anisotropic filtering. Possible values are
|
||||
dependent on the GPU driver, most of them support `1`, `2`, `4`, `8`
|
||||
|
@ -173,15 +175,16 @@ Graphics (GL renderers only):
|
|||
quality by a negligible performance impact.
|
||||
|
||||
* **gl_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 your framerate is too low.
|
||||
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.
|
||||
|
||||
* **gl_nolerp_list**: list seperate by spaces of textures ommitted from
|
||||
bilinear filtering. Used by default to exclude the console and HUD fonts.
|
||||
Make sure to include the default values when extending the list.
|
||||
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.
|
||||
|
@ -195,50 +198,50 @@ Graphics (GL renderers only):
|
|||
small render errors.
|
||||
|
||||
|
||||
Graphics (GL1 only):
|
||||
--------------------
|
||||
## Graphics (OpenGL 1.4 only)
|
||||
|
||||
* **gl1_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`!
|
||||
|
||||
* **gl1_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`.
|
||||
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`.
|
||||
|
||||
* **gl1_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)
|
||||
look a bit better (no flickering) by using the stencil buffer. (This
|
||||
is always done in OpenGL 3.2, so not configurable there)
|
||||
|
||||
|
||||
Graphics (GL3 only):
|
||||
--------------------
|
||||
## Graphics (OpenGL 3.2 only)
|
||||
|
||||
* **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.
|
||||
e.g. prints warnings and errors emmitted by the GPU driver. Not
|
||||
supported on MacSO. This is a pure debug cvar and slows down
|
||||
rendering.
|
||||
|
||||
* **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`.
|
||||
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`.
|
||||
|
||||
* **gl3_intensity_2D**: The same for 2D rendering (HUD, menu, console, videos)
|
||||
* **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 `gl1_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.
|
||||
lightmaps and models. Higher values make shadows less dark. Similar
|
||||
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
|
||||
look less soft. Defaults to `1.2`.
|
||||
A value of `10` looks similar to the GL1 particles.
|
||||
look less soft. Defaults to `1.2`. A value of `10` looks similar to
|
||||
the OpenGL 1.4 particles.
|
||||
|
||||
* **gl3_particle_square**: If set to `1`, particles are rendered as squares,
|
||||
like in the old software renderer or Quake1. Default is `0`.
|
||||
* **gl3_particle_square**: If set to `1`, particles are rendered as
|
||||
squares, like in the old software renderer or Quake 1. Default is `0`.
|
||||
|
|
Loading…
Reference in New Issue