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1 changed files with 15 additions and 15 deletions
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@ -22,7 +22,7 @@ Command line arguments
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These are not console variables, they cannot be entered into the
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console only be given at the command line at startup. While cvars
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are prefixed with a `+` arguments are starting with a `-`. For
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are prefixed with a `+` arguments are starting with a `-`. For
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example it's `+set busywait 0` (setting the `busywait` cvar) and
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`-portable` (setting the `portable` argument).
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@ -44,7 +44,7 @@ General:
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relatively high CPU usage. If set to `0` Quake II lays itself to sleep
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and tells the operating system to send a wakeup signal when it's time
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for the next frame. The later is more CPU friendly but rather inaccurate,
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especially on Windows. Use with care.
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especially on Windows. Use with care.
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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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@ -81,7 +81,7 @@ Audio:
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* **ogg_enable**: Enable Ogg/Vorbis music playback.
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* **ogg_ignoretrack0**: Normally Quake II disabled the background music
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if a major objective has been archived by setting the music track to 0.
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if a major objective has been archived by setting the music track to 0.
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Setting this cvar to `1` disables this behavior, the music keeps playing.
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* **s_doppler**: If set to `1` (the default) doppler effects are enabled.
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@ -99,14 +99,14 @@ Graphics (all renderers):
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* Most old `r_*` cvars, but renamed to `gl_*`
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* **vid_displayrefreshrate**: Sets the displays refresh rate. The
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* **vid_displayrefreshrate**: Sets the displays refresh rate. The
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default `-1` let the game determine the refresh rate automatically.
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There's little need to change that. If you do make sure that the refresh
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rate is rounded up, e.g. with a display of 59.95hz you should set `60`.
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Otherwise the game will render too few frames.
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* **vid_renderer**: Selects the renderer library. Possible options are
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`gl1` (the default) for the old OpenGL 1.4 renderer and `gl3` for
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`gl1` (the default) for the old OpenGL 1.4 renderer and `gl3` for
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the new OpenGL 3.2 renderer.
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* **cin_force43**: If set to `1` (the default) cinematics are displayed
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@ -128,7 +128,7 @@ Graphics (all renderers):
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* **horplus**: If set to 1 (the default) the horplus algorithm is used
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to calculate an optimal horizontal and vertical field of view, independent
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of the window or screen aspect ratio or resolution.
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of the window or screen aspect ratio or resolution.
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If enabled *fov* is forced to `90`.
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* **vid_gamma**: The value used for gamma correction. Higher value looks
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@ -136,7 +136,7 @@ Graphics (all renderers):
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your whole screen to this value in realtime (except on OSX where it's
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applied to textures on load and thus needs a `vid_restart` after changing).
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The GL3 renderer applies this to the window in realtime via shaders
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(on all platforms).
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(on all platforms).
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This is also set by the brightness slider in the video menu.
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* **r_consolescale** / **r_hudscale** / **r_menuscale**, **crosshair_scale**:
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@ -155,7 +155,7 @@ Graphics (all renderers):
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* **vid_maxfps**: The maximum framerate, if `cl_async` is `1`. Otherwise
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`cl_maxfps` is used as maximum framerate. See `cl_async` description
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above for more information.
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above for more information.
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*Note* that vsync (`r_vsync`) also restricts the framerate to
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the monitor refresh rate, so if vsync is enabled, you won't get more than
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60fps on most displays (or 120 on a 120hz display etc).
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@ -199,13 +199,13 @@ Graphics (GL1 only):
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--------------------
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* **gl1_intensity**: Sets the color intensity used for 3D rendering.
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Must be a floating point value, at least `1.0` - default is `2.0`.
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Must be a floating point value, at least `1.0` - default is `2.0`.
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Applied when textures are loaded, so it needs a `vid_restart`!
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* **gl1_overbrightbits**: Enables overbright bits, brightness scaling of
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lightmaps and models. Higher values make shadows less dark.
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lightmaps and models. Higher values make shadows less dark.
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Possible values are `0` (no overbright bits), `1` (correct lighting
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for water), `2` (scale by factor 2) and `3` (scale by factor 3).
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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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* **gl1_stencilshadow**: If `gl_shadows` is set to `1`, this makes them
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@ -217,7 +217,7 @@ Graphics (GL3 only):
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--------------------
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* **gl3_debugcontext**: Enables the OpenGL 3.2 renderers debug context,
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e.g. prints warnings and errors emmitted by the GPU driver.
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e.g. prints warnings and errors emmitted by the GPU driver.
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Not supported on OSX. This is a pure debug cvar and slows down rendering.
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* **gl3_intensity**: Sets the color intensity used for 3D rendering.
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@ -229,15 +229,15 @@ Graphics (GL3 only):
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* **gl3_intensity_2D**: The same for 2D rendering (HUD, menu, console, videos)
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* **gl3_overbrightbits**: Enables overbright bits, brightness scaling of
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lightmaps and models. Higher values make shadows less dark.
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Similar to GL1's `gl1_overbrightbits`, but allows any floating point number.
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lightmaps and models. Higher values make shadows less dark.
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Similar to GL1's `gl1_overbrightbits`, but allows any floating point number.
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Default is `1.3`. In the OpenGL3.2 renderer, no lighting fixes for water
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are needed, so `1.0` has no special meaning.
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* **gl3_particle_size**: The size of particles - Default is `40`.
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* **gl3_particle_fade_factor**: "softness" of particles: higher values
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look less soft. Defaults to `1.2`.
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look less soft. Defaults to `1.2`.
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A value of `10` looks similar to the GL1 particles.
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* **gl3_particle_square**: If set to `1`, particles are rendered as squares,
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