This reverts commit 49af62477a
.
11 KiB
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, however due to architectural changes some of them have been renamed. The prefixes are:
- No prefix: General stuff.
cl_
: Client.gl_
: Common to all OpenGL renderers.gl1_
: OpenGL 1.4 renderer.gl3_
: OpenGL 3.2 renderer.ogg_
: Ogg/Vorbis music playback.r_
: All renderers.s_
: Sound system.vid_
: Video backend.
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).
-
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.
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 to0
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 to60
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 to0
vid_maxfps is the same as cl_maxfps, use cl_maxfps to set the framerate. -
cl_showfps: Shows the framecounter. The shown value is rather inaccurate and gets less precise with higher framerates, as it only measures full milliseconds.
-
in_grab: Defines how the mouse is grabbed by Quake IIs window. If set to
0
the mouse is never grabbed and if set to1
it's always grabbed. If set to2
(the default) the mouse is grabbed during gameplay and released otherwise (in menu, console or if game is paused).
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.
-
al_driver: OpenAL library to use. This is usefull if for some reasons several OpenAL libraries are available and Quake II picks the wrong one. The given value is the name of the library, for example
libopenal.so.1
. -
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 to1
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 and supports surround speakers and HRTF.
-
s_underwater: Dampen sounds if submerged. Enabled by default.
Graphics (all renderers):
-
Most old
r_*
cvars, but renamed togl_*
-
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 set60
. Otherwise the game will render too few frames. -
vid_renderer: Selects the renderer library. Possible options are
gl1
(the default) for the old OpenGL 1.4 renderer andgl3
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 whether the gun is drawn. If set to
0
the gun is omitted. If set to1
the gun is only drawn if the FOV is equal or smaller than 90. This was the default with Vanilla Quake II. If set to2
the gun is drawn regardless of the FOV. This is the default in Yamagi Quake II. -
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 atfov 90
, it defaults to80
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 to90
. -
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. -
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 greater1
make the objects bigger, values lower 1 smaller. The special value-1
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_farsee: Normally Quake II renders only up to 4096 units. If set to
1
the limit is increased to 8192 units. -
vid_maxfps: The maximum framerate, if
cl_async
is1
. Otherwisecl_maxfps
is used as maximum framerate. Seecl_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). -
r_vsync: Enables the vsync: frames are synchronized with display refresh rate, should (but doesn't always) prevent tearing.
Graphics (GL renderers only):
-
gl_anisotropic: Anisotropic filtering. Possible values are dependent on the GPU driver, most of them support
1
,2
,4
,8
and16
. Anisotropic filtering gives a huge improvement to texture 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
and8
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. -
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.
-
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_zfix: Sometimes two 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.
Graphics (GL1 only):
-
gl1_intensity: Sets the color intensity used for 3D rendering. Must be a floating point value, at least
1.0
- default is2.0
.
Applied when textures are loaded, so it needs avid_restart
! -
gl1_overbrightbits: Enables overbright bits, brightness scaling of lightmaps and models. Higher values make shadows less dark.
Possible values are0
(no overbright bits),1
(correct lighting for water),2
(scale by factor 2) and3
(scale by factor 3).
Applied in realtime, does not needvid_restart
. -
gl1_stencilshadow: If
gl_shadows
is set to1
, this makes them look a bit better (no flickering) by using the stencil buffer. (This is always done in GL3, so not configurable there)
Graphics (GL3 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. -
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 between1.0
and2.0
, default is1.5
. Applied in realtime via shader, so it does not need avid_restart
. -
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'sgl1_overbrightbits
, but allows any floating point number.
Default is1.3
. In the OpenGL3.2 renderer, no lighting fixes for water are needed, so1.0
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 of10
looks similar to the GL1 particles. -
gl3_particle_square: If set to
1
, particles are rendered as squares, like in the old software renderer or Quake1. Default is0
.