mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-10 07:12:07 +00:00
Add a list off (nearly) all added console variables and their meaning.
This commit is contained in:
parent
f6e3f1f4bc
commit
f02bd475bd
1 changed files with 129 additions and 0 deletions
129
stuff/cvarlist.md
Normal file
129
stuff/cvarlist.md
Normal file
|
@ -0,0 +1,129 @@
|
|||
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.
|
||||
|
||||
|
||||
* **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.
|
||||
|
||||
* **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
|
||||
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
|
||||
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
|
||||
*cl_maxfps* to set the framerate.
|
||||
|
||||
* **cl_drawfps**: Shows the framecounter. The shown value is rather
|
||||
inaccurate, the imprecision is about 5%.
|
||||
|
||||
* **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
|
||||
in Yamagi Quake II.
|
||||
|
||||
* **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.
|
||||
|
||||
* **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`.
|
||||
|
||||
* **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.
|
||||
|
||||
* **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
|
||||
scaling factor for the current resolution.
|
||||
|
||||
* **gl_customheight** / **gl_customwidth**: Specifies a custom
|
||||
resolution, the windows will be *gl_customheight* pixels high and
|
||||
*gl_customwidth* pixels wide. Set *gl_mode* to `-1` to use the custom
|
||||
resolution.
|
||||
|
||||
* **gl_farsee**: Normally Quake II renders only up to 4096 units. If set
|
||||
to `1` the limit is increased to 8192 units.
|
||||
|
||||
* **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
|
||||
reverted the highest number of samples supported. Especially on OpenGL
|
||||
3.2 anti aliasing is expensive and can lead to a huge performance hit.
|
||||
|
||||
* **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
|
||||
very simple and are prone to render errors.
|
||||
|
||||
* **gl_swapinterval**: Enables the vsync.
|
||||
|
||||
* **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
|
||||
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`.
|
||||
|
||||
* **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.
|
||||
|
||||
* **ogg_enable**: Enable Ogg/Vorbis playback.
|
||||
|
||||
* **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.
|
||||
|
||||
* **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.
|
||||
|
||||
* **vid_renderer**: Selects the renderer library. Possible options are
|
||||
`gl1` (the default) for OpenGL 1.4 and `gl3` for OpenGL 3.2.
|
||||
|
Loading…
Reference in a new issue