mirror of
https://github.com/yquake2/yquake2remaster.git
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a3d450ff64
`gametype` variable could be used for show menu for different embeded mod type. Remaster has all ctf/rogue/xatrix maps in baseq2 directory and menu could not detected by game variable anymore.
628 lines
29 KiB
Markdown
628 lines
29 KiB
Markdown
# Yamagi Quake II Console Variables
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This lists explains most console variables (cvars) added by Yamagi
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Quake II. Most of the original clients (Vanilla Quake II) cvars are
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still in place, however due to architectural changes some of them
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have been renamed. The prefixes are:
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* No prefix: General stuff.
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* `cl_`: Client.
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* `gl_`: Common to all OpenGL renderers.
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* `gl1_`: OpenGL 1.4 renderer.
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* `gl3_`: OpenGL 3.2 and OpenGL ES3 renderers.
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* `ogg_`: Ogg/Vorbis music playback.
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* `r_`: Common to all renderers.
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* `s_`: Sound system.
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* `sw_`: Software renderer.
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* `vid_`: Video backend.
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All cvars may be given at command line through `+set cvar value` or typed
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into the console. The console can be opended with *Left Shift + Esc*.
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Keep in mind that some cvars need quotation marks around the arguments.
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When giving such cvars at the command line the argument string must be
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surrounded by ticks. For example `+set sv_maplist '"q2dm1 q2dm2"'`.
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## 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 through the command line at startup. While cvars
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are prefixed with a `+`, arguments are starting with a `-`. For example
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it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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(setting the `portable` argument).
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* **cfgdir**: The name (not the path) of the configuration directory.
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* **datadir**: Directory from which the game data is loaded. Can be used
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in startup scripts, to test binaries, etc. If not set, the directory
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containing the binaries is used.
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* **portable**: Makes Quake II portable, all runtime data like the the
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config, savegames and so on is stored next to the executable and not
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in the users home directory.
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## General
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* **aimfix**: Fix aiming. When set to to `0` (the default) aiming is
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slightly inaccurate, bullets and the like have a little drift. When
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set to `1` they hit exactly were the crosshair is.
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* **busywait**: By default this is set to `1`, causing Quake II to spin
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in a very tight loop until it's time to process the next frame. This
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is a very accurate way to determine the internal timing, but comes with
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a relatively high CPU usage. If set to `0` Quake II lays itself to
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sleep and tells the operating system to send a wakeup signal when it's
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time for the next frame. The latter is more CPU friendly but can be
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rather inaccurate, especially on Windows. Use with care.
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* **cl_maxfps**: The approximate framerate for client/server ("packet")
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frames if *cl_async* is `1`. If set to `-1` (the default), the engine
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will choose a packet framerate appropriate for the render framerate.
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See `cl_async` for more information.
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* **cl_async**: Run render frames independently of client/server frames.
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If set to `0`, client, server (gamecode) and the renderer run synchronous,
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(like Quake2 originally did) which means that for every rendered frame
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a client- and server-frame is executed, which includes the gamecode and
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physics/movement-simulation etc. At higher framerates (above 95 or so)
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this leads to movement bugs, like being able to jump higher than expected
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(kind of like the infamous Quake 3 125Hz bug).
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For `cl_async 0`, *vid_maxfps* (or, if vsync is enabled, the display
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refresh rate) is used and *cl_maxfps* is ignored.
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If *cl_async* is set to `1` (the default) the client is asynchronous,
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which means that there can be multiple render frames between client-
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and server-frames. This makes it possible to renderer as many frames
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as desired without physics and movement problems.
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The client framerate is controlled by *cl_maxfps*,
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the renderer framerate is controlled by *vid_maxfps*.
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As client/server frames ("packet frames") are only run together with
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a render frame, the *real* client/server framerate is always rounded to
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a fraction of the renderframerate that's closest to *cl_maxfps*.
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So if for example *vid_maxfps* is `60` and *cl_maxfps* is `50`, it will
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be rounded to `60` and every renderframe is also a packet frame.
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If *vid_maxfps* is `60` and *cl_maxfps* is `40`, it will be rounded to
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`30` and every second render frame is also a packet frame.
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It seems like the best working packet framerate is `60` (which means that
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the render framerate should be a multiple of that), otherwise values
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between `45` and `90` seem to work ok, lower and higher values can lead
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to buggy movement, jittering and other issues.
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Setting *cl_maxfps* to `-1` (the default since 8.02) will automatically
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choose a packet framerate that's *both* a fraction of *vid_maxfps*
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(or display refreshrate if vsync is on) *and* between 45 and 90.
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* **cl_http_downloads**: Allow HTTP download. Set to `1` by default, set
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to `0` to disable.
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* **cl_http_filelists**: Allow downloading and processing of filelists.
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A filelist can contain an arbitrary number of files which are
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downloaded as soon asthe filelist is found on the server. Set to `1`
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by default, set to `0` to disable.
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* **cl_http_max_connections**: Maximum number of parallel downloads. Set
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to `4` by default. A higher number may help with slow servers.
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* **cl_http_proxy**: Proxy to use, empty by default.
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* **cl_http_show_dw_progress**: Show a HTTP download progress bar.
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* **cl_http_bw_limit_rate**: Average speed transfer threshold for
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`cl_http_bw_limit_tmout` variable. Set `0` by default.
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* **cl_http_bw_limit_tmout**: Seconds before the download is aborted
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when the speed transfer is below the var set by `cl_http_bw_limit_rate`.
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Set `0` by default.
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* **cl_kickangles**: If set to `0` angle kicks (weapon recoil, damage
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hits and the like) are ignored. Cheat-protected. Defaults to `1`.
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* **cl_limitsparksounds**: If set to `1` the number of sound generated
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when shooting into power screen and power shields is limited to 16.
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This works around global volume drops in some OpenAL implementations
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if too many sounds are played at the same time. This was the default
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behavior between Yamagi Quake II 7.10 and 7.45. Defaults to `0`.
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* **cl_loadpaused**: If set to `1` (the default) the client is put into
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pause mode during single player savegame load. This prevents monsters
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and the environment from hurting the player while the client is still
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connecting. If set to `2` the client stays in pause mode after
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loading. If set to `0` pause mode is never entered, this is the
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Vanilla Quake II behaviour.
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* **cl_unpaused_scvis**: If set to `1` (the default) the client unpause
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when the screen becomes visible.
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* **cl_r1q2_lightstyle**: Since the first release Yamagi Quake II used
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the R1Q2 colors for the dynamic lights of rockets. Set to `0` to get
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the Vanilla Quake II colors. Defaults to `1`.
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* **cl_showfps**: Shows the framecounter. Set to `2` for more and to
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`3` for even more informations.
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* **cl_model_preview_start**: start frame value in multiplayer model preview.
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`-1` - don't show animation. Defaults to `84` for show salute animation.
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* **cl_model_preview_end**: end frame value in multiplayer model preview.
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`-1` - don't show animation. Defaults to `94` for show salute animation.
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* **in_grab**: Defines how the mouse is grabbed by Yamagi Quake IIs
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window. If set to `0` the mouse is never grabbed and if set to `1`
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it's always grabbed. If set to `2` (the default) the mouse is grabbed
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during gameplay and released otherwise (in menu, videos, console or if
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game is paused).
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* **singleplayer**: Only available in the dedicated server. Vanilla
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Quake II enforced that either `coop` or `deathmatch` is set to `1`
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when running the dedicated server. That made it impossible to play
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single player campaigns over the dedicated server. When set to `1`,
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both `coop` and `deathmatch` are forced to `0` and `maxclients` is
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forced to `1`. This can be used to run a dedicated server with an old
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single player mod, where the source code isn't available, inside a
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Windows 98 or XP VM and connect over network from an non Windows
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system.
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* **coop_pickup_weapons**: In coop a weapon can be picked up only once.
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For example, if the player already has the shotgun they cannot pickup
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a second shotgun found at a later time, thus not getting the ammo that
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comes with it. This breaks the balancing. If set to `1` a weapon can
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be picked up if a) the player doesn't have it or b) it wasn't already
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picked up by another player. Defaults to `1`.
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* **coop_elevator_delay**: In coop it's often hard to get on the same
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elevator together, because they're immediately triggered once the
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first player steps on it. This cvar sets a delay for the elevator to
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wait before moving, so other players have some time to get on it.
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Defaults to `1.0` (seconds).
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* **coop_baseq2 (Ground Zero only)**: In Ground Zero, entity spawnflags
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(which difficulty modes / game modes level entities spawn in) are
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interpreted a bit differently. In original Quake 2, if an entity is
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set to not spawn on any difficulty, it is treated as deathmatch-only,
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however, in Ground Zero this same condition is treated as coop-only.
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This causes maps made for original Quake 2, including the entire
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Quake 2 campaign, to not work correctly when played in Ground Zero
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in co-op mode. This cvar, when set to 1, restores the original
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interpretation and enables you to play original Quake 2 maps in
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Ground Zero co-op. Though keep in mind that Ground Zero maps will
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not work correctly when this cvar is enabled so remember to
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disable it again before playing Ground Zero maps in co-op. By
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default this cvar is disabled (set to 0).
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* **g_commanderbody_nogod**: If set to `1` the tank commanders body
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entity can be destroyed. If the to `0` (the default) it is
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indestructible.
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* **g_footsteps**: If set to `1` (the default) footstep sounds are
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generated when the player is on ground and faster than 255. This is
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the behaviour of Vanilla Quake II. If set to `2` footestep sound
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always generated as long as the player is on ground. If set to `3`
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footsteps are always generated. If set to `0` footstep sounds are
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never generated. Cheat protected to `1`. Note that there isn't a
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reliable way to figure out if the player is on ground. Footsteps
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may not be generated in all circumstances, especially when the player
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is moving over stairs and slopes.
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* **g_monsterfootsteps**: If set to `1` monster footstep are generated.
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By default this cvar is disabled (set to 0). Additional footstep
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sounds are required. See the installation guide for details.
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* **g_fix_triggered**: This cvar, when set to `1`, forces monsters to
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spawn in normally if they are set to a triggered spawn but do not
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have a targetname. There are a few cases of this in Ground Zero and
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The Reckoning. This cvar is disabled by default to maintain the
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original gameplay experience.
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* **g_machinegun_norecoil**: Disable machine gun recoil in single player.
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By default this is set to `0`, this keeps the original machine gun
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recoil in single player. When set to `1` the recoil is disabled in
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single player, the same way as in multiplayer.
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This cvar only works if the game.dll implements this behaviour.
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* **g_quick_weap**: If set to `1`, both *weapprev* and *weapnext*
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commands will "count" how many times they have been called, making
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possible to skip weapons by quickly tapping one of these keys.
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By default this cvar is set to `0`, and will only work if the
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game.dll implements this behaviour.
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* **g_swap_speed**: Sets the speed of the "changing weapon" animation.
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Default is `1`. If set to `2`, it will be double the speed, `3` is
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the triple... up until the max of `8`, since there are at least 2
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frames of animation that will be played compulsorily, on every weapon.
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Cheat-protected, has to be a positive integer. As with the last one,
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will only work if the game.dll implements this behaviour.
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* **g_disruptor (Ground Zero only)**: This boolean cvar controls the
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availability of the Disruptor weapon to players. The Disruptor is
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a weapon that was cut from Ground Zero during development but all
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of its code and assets were still present in the source code and
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the released game. This is basically a player-held version of the
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2nd Widow boss' tracker weapon - a black-ish ball of energy.
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When this cvar is set to 1 you can use the "give Disruptor" and
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"give rounds X" commands to give yourself the weapon and its ammo,
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and its items, weapon\_disintegrator and ammo\_disruptor, can be
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spawned in maps (in fact, some official Ground Zero maps contain
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these entities). This cvar is set to 0 by default.
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* **game**: current game value, mod name and directory.
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* **gametype**: replace menu to different mod type without change mod name in game variable.
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* **nextdemo**: Defines the next command to run after maps from the
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`nextserver` list. By default this is set to the empty string.
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* **nextserver**: Used for looping the introduction demos.
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## Audio
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* **al_device**: OpenAL device to use. In most cases there's no need to
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change this, since the default device is normally the correct choice.
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* **al_driver**: OpenAL library to use. This is useful if for some
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reasons several OpenAL libraries are available and Quake II picks the
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wrong one. The given value is the name of the library, for example
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`libopenal.so.1`.
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* **ogg_enable**: Enable Ogg/Vorbis music playback.
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* **ogg_ignoretrack0**: Normally Quake II disables the background music
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if a major objective has been archived by setting the music track to
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0. Setting this cvar to `1` disables this behavior, the music keeps
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playing.
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* **s_doppler**: If set to `1` doppler effects are enabled. This is only
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supported by the OpenAL sound backend.
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* **s_openal**: Use OpenAL for sound playback. This is enabled by
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default. OpenAL gives a huge quality boost over the classic sound
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system and supports surround speakers and HRTF for headphones. OpenAL
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is much more reliable than the classic sound system, especially on
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modern systems like Windows 10 or Linux with PulseAudio.
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* **s_underwater**: Dampen sounds if submerged. Enabled by default.
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* **s_occlusion_strength**: If set bigger than `0` sound occlusion effects
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are enabled. This is only supported by the OpenAL sound backend. By
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default this cvar is disabled (set to 0).
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* **s_reverb_preset**: Enable reverb effect. By default this cvar is disabled
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(set to `-1`). Possible values:
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`-2`: Auto reverb effect select,
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`-1`: Disable reverb effect,
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`>=0`: select predefined effect.
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* **cl_audiopaused**: If set to `1` the sounds pause when the game does.
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## Graphics (all renderers)
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* **cin_force43**: If set to `1` (the default) cinematics are displayed
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with an aspect ratio of 4:3, regardless what the actual windows size
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or resolution is.
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* **cl_gun**: Decides whether the gun is drawn. If set to `0` the gun
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is omitted. If set to `1` the gun is only drawn if the FOV is equal
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or smaller than 90. This was the default with Vanilla Quake II. If set
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to `2` the gun is drawn regardless of the FOV. This is the default
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in Yamagi Quake II.
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* **fov**: Sets the field of view.
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* **r_gunfov**: The weapons are rendered with a custom field of view,
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independently of the global **fov**, so they are not distorted at high
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FOVs. A value of `75` should look identical to the old code at `fov
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90`, it defaults to `80` because that looks a bit better. Set to `-1`
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for the same value as `fov`.
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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,
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independent of the window or screen aspect ratio or resolution.
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* **r_consolescale** / **r_hudscale** / **r_menuscale** and
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**crosshair_scale**: Scale the console, the HUD, the menu and the
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crosshair. The value given is the scale factor, a factor of `1` means
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no scaling. Values greater `1` make the objects bigger, values lower 1
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smaller. The special value `-1` (default) sets the optimal scaling
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factor for the current resolution. All cvars are set through the
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scaling slider in the video menu.
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* **r_customheight** / **r_customwidth**: Specifies a custom resolution,
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the windows will be *r_customheight* pixels high and *r_customwidth*
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pixels wide. Set *r_mode* to `-1` to use the custom resolution.
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* **r_farsee**: Normally Quake II renders only up to 4096 units. If set
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to `1` the limit is increased to 8192 units. This helps with some
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custom maps and is problematic with other custom maps.
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* **r_fixsurfsky**: Some maps misuse sky surfaces for interior
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lighting. The original renderer had a bug that made such surfaces
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mess up the lighting of entities near them. If set to `0` (the
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default) the bug is there and maps look like their developers
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intended. If set to `1` the bug is fixed and the lighting correct.
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* **r_vsync**: Enables the vsync: frames are synchronized with
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display refresh rate, should (but doesn't always) prevent tearing.
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Set to `1` for normal vsync and `2` for adaptive vsync.
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* **r_anisotropic**: Anisotropic filtering. Possible values are
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dependent on the GPU driver, most of them support `1`, `2`, `4`, `8`
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and `16`. Anisotropic filtering gives a huge improvement to texture
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quality by a negligible performance impact.
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* **r_msaa_samples**: Full scene anti aliasing samples. The number of
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samples depends on the GPU driver, most drivers support at least `2`,
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`4` and `8` samples. If an invalid value is set, the value is reverted
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to the highest number of samples supported. Especially on OpenGL 3.2
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anti aliasing is expensive and can lead to a huge performance hit, so
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try setting it to a lower value if the framerate is too low.
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* **r_videos_unfiltered**: If set to `1`, don't use bilinear texture
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filtering on videos (defaults to `0`).
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* **r_2D_unfiltered**: If set to `1`, don't filter textures of 2D
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elements like menus and the HUD (defaults to `0`).
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* **r_lerp_list**: List separated by spaces of 2D textures that *should*
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be filtered bilinearly, even if `r_2D_unfiltered` is set to `1`.
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* **r_nolerp_list**: List separated by spaces of textures omitted from
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bilinear filtering (mostly relevant if `r_2D_unfiltered` is `0`).
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Used by default to exclude the console and HUD font and crosshairs.
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Make sure to include the default values when extending the list.
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* **r_retexturing**: If set to `1` (the default) and a retexturing pack
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is installed, the high resolution textures are used.
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* **r_scale8bittextures**: If set to `1`, scale up all 8bit textures.
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* **r_shadows**: Enables rendering of shadows. Quake IIs shadows are
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very simple and are prone to render errors.
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* **r_showtris**: Show rendered triangles boarders.
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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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Often the default setting is okay, but some graphics drivers report
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wrong refresh rates. For example 59hz are reported while the display
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has 59.95hz.
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* **vid_gamma**: The value used for gamma correction. Higher values look
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brighter. The OpenGL 1.4 and software renderers use "Hardware Gamma",
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setting the Gamma of the whole screen to this value in realtime
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(except on MacOS where it's applied to textures on load and thus needs
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a `vid_restart` after changing). The OpenGL 3.2 and Vulkan renderers
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apply this to the window in realtime via shaders (on all platforms).
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This is also set by the brightness slider in the video menu.
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* **vid_fullscreen**: Sets the fullscreen mode. When set to `0` (the
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default) the game runs in window mode. When set to `1` the games
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switches the display to the requested resolution. That resolution
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must be supported by the display, otherwise the game tries several
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steps to recover. When set to `2` a fullscreen window is created.
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It's recommended to use the displays native resolution with the
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fullscreen window, use `r_mode -2` to switch to it.
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* **vid_highdpiaware**: When set to `1` the client is high DPI aware
|
|
and scales the window (and thus the requested resolution) by the
|
|
scaling factor of the underlying display. Example: The displays
|
|
scaling factor is 1.25 and the user requests 1920x1080. The client
|
|
will render at 1920\*1.25x1080\*1.25=2400x1350.
|
|
When set to `0` (the default) the client leaves the decision if the
|
|
window should be scaled to the underlying compositor. Scaling applied
|
|
by the compositor may introduce blur and sluggishness.
|
|
Currently high dpi awareness is only supported under Wayland.
|
|
|
|
* **vid_maxfps**: The maximum framerate. *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 frame than the display can
|
|
show. Defaults to `300`.
|
|
Related to this: *cl_maxfps* and *cl_async*.
|
|
|
|
* **vid_pauseonfocuslost**: When set to `1` the game is paused as soon
|
|
as it's window looses focus. It will work only in situation were the
|
|
game can be paused, e.g. not in multiplayer games. Defaults to `0`.
|
|
|
|
* **vid_renderer**: Selects the renderer library. Possible options are
|
|
`gl1` (the default) for the old OpenGL 1.4 renderer, `gl3` for the
|
|
OpenGL 3.2 renderer, `gles3` for the OpenGL ES3 renderer
|
|
and `soft` for the software renderer.
|
|
|
|
* **r_dynamic**: Enamble dynamic light in gl1 and vk renders.
|
|
|
|
* **r_flashblend**: Flash blend enable in gl1, gl3 and vulkan.
|
|
|
|
## Graphics (GL renderers only)
|
|
|
|
* **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 make
|
|
things better or worse, depending on the map.
|
|
|
|
* **gl_texturemode**: How textures are filtered.
|
|
- `GL_NEAREST`: No filtering (using value of *nearest* source pixel),
|
|
mipmaps not used
|
|
- `GL_LINEAR`: Bilinear filtering, mipmaps not used
|
|
- `GL_LINEAR_MIPMAP_NEAREST`: The default - Bilinear filtering when
|
|
scaling up, using mipmaps with nearest/no filtering when scaling down
|
|
|
|
Other supported values: `GL_NEAREST_MIPMAP_NEAREST`,
|
|
`GL_NEAREST_MIPMAP_LINEAR`, `GL_LINEAR_MIPMAP_LINEAR`
|
|
|
|
|
|
## Graphics (OpenGL 1.4 only)
|
|
|
|
* **gl1_intensity**: Sets the color intensity. 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` (more correct lighting for
|
|
liquids), `2` (scale lighting by factor 2), and `4` (scale by factor
|
|
4). Applied in realtime, does not need `vid_restart`.
|
|
|
|
* **gl1_particle_square**: If set to `1` particles are rendered as
|
|
squares.
|
|
|
|
* **gl1_stencilshadow**: If `gl_shadows` is set to `1`, this makes them
|
|
look a bit better (no flickering) by using the stencil buffer.
|
|
|
|
|
|
## Graphics (OpenGL 3.2 and OpenGL ES3 only)
|
|
|
|
* **gl3_debugcontext**: Enables the OpenGL 3.2 renderers debug context,
|
|
e.g. prints warnings and errors emitted by the GPU driver. Not
|
|
supported on macOS. This is a pure debug cvar and slows down
|
|
rendering.
|
|
|
|
* **gl3_intensity**: Sets the color intensity used for 3D rendering.
|
|
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_overbrightbits**: Enables overbright bits, brightness scaling of
|
|
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 OpenGL 1.4 particles.
|
|
|
|
* **gl3_particle_square**: If set to `1`, particles are rendered as
|
|
squares, like in the old software renderer or Quake 1. Default is `0`.
|
|
|
|
* **gl3_colorlight**: When set to `0`, the lights and lightmaps are
|
|
colorless (greyscale-only), like in the original soft renderer.
|
|
Default is `1`.
|
|
|
|
* **gl3_usefbo**: When set to `1` (the default), an OpenGL Framebuffer
|
|
Object is used to implement a warping underwater-effect (like the
|
|
software renderer has). Set to `0` to disable this, in case you don't
|
|
like the effect or it's too slow on your machine.
|
|
|
|
|
|
## Graphics (Software only)
|
|
|
|
* **sw_gunzposition**: Z offset for the gun. In the original code this
|
|
was always `0`, which will draw the gun too near to the player if a
|
|
custom gun field of view is used. Defaults to `8`, which is more or
|
|
less optimal for the default gun field of view of 80.
|
|
|
|
* **sw_colorlight**: enable experimental color lighting.
|
|
|
|
|
|
## Game Controller
|
|
|
|
* **in_initjoy**: Toggles initialization of game controller. Default is
|
|
`1`, which enables gamepad usage; `0` disables its detection at
|
|
startup. Can only be set from command line.
|
|
|
|
* **in_sdlbackbutton**: Defines which button is used in the gamepad or
|
|
joystick as the `Esc` key, to access the main menu and 'cancel' /
|
|
'go back' on its options. Default is `0`, which corresponds to the
|
|
Back/Select/Minus button. Set to `1` to use Start/Menu/Plus, and to
|
|
`2` to use the Guide/Home/PS button. Requires a game restart
|
|
(or controller replug) when changed.
|
|
|
|
* **joy_layout**: Allows to select the stick layout of the gamepad.
|
|
- `0`: *Default*, left stick moves, right aims
|
|
- `1`: *Southpaw*, same as previous one with inverted sticks
|
|
- `2`: *Legacy*, left moves forward/backward and turns, right strafes
|
|
and looks up/down
|
|
- `3`: *Legacy Southpaw*, inverted sticks version of previous one
|
|
- `4`: *Flick Stick*, left stick moves, right checks your surroundings
|
|
in 360º, gyro required for looking up/down
|
|
- `5`: *Flick Stick Southpaw*, swapped sticks version of last one
|
|
|
|
* **joy_left_deadzone** / **joy_right_deadzone**: Inner, circular
|
|
deadzone for each stick, where inputs below this radius will be
|
|
ignored. Default is `0.16` (16% of possible stick travel).
|
|
|
|
* **joy_left_snapaxis** / **joy_right_snapaxis**: Ratio on the value of
|
|
one axis (X or Y) to snap you to the other. It creates an axial
|
|
deadzone with the shape of a "bowtie", which will help you to do
|
|
perfectly horizontal or vertical movements the more you mark a
|
|
direction with the stick. Increasing this too much will reduce speed
|
|
for the diagonals, but will help you to mark 90º/180º turns with Flick
|
|
Stick. Default `0.15`.
|
|
|
|
* **joy_left_expo** / **joy_right_expo**: Exponents on the response
|
|
curve on each stick. Increasing this will make small movements to
|
|
represent much smaller inputs, which helps precision with the sticks.
|
|
`1.0` is linear. Default `2.0` (quadratic curve).
|
|
|
|
* **joy_flick_threshold**: Used only with Flick Stick, specifies the
|
|
distance from the center of the stick that will make the player flick
|
|
or rotate. Default `0.65` (65%).
|
|
|
|
* **joy_flick_smoothed**: Flick Stick only, rotations below this angle
|
|
(in degrees) will be smoothed. Reducing this will increase
|
|
responsiveness at the cost of jittery movement. Most gamepads will work
|
|
nicely with a value between 4.0 and 8.0. Default `8.0`.
|
|
|
|
* **gyro_mode**: Operation mode for the gyroscope sensor of the game
|
|
controller. Options are `0` = always off, `1` = off with the
|
|
`+gyroaction` bind to enable, `2` = on with `+gyroaction` to
|
|
disable (default), `3` = always on.
|
|
|
|
* **gyro_turning_axis**: Sets which gyro axis will be used for turning.
|
|
The default `0` is "yaw" (turn), for people who prefer to hold their
|
|
controller flat, like using a pointing device. `1` is "roll" (lean),
|
|
for people who hold the controller upright, or use a device with the
|
|
controller attached to the screen, e.g. Steam Deck.
|
|
|
|
* **gyro_calibration_(x/y/z)**: Offset values on each axis of the gyro
|
|
which helps it reach true "zero movement", complete stillness. These
|
|
values are wrong if you see your in-game view "drift" when leaving
|
|
the controller alone. As these vary by device, it's better to use
|
|
'calibrate' in the 'gamepad' -> 'gyro' menu to set them.
|
|
|
|
* **joy_haptic_magnitude**: Haptic magnitude value, By default this cvar
|
|
is `0.0` or disabled. Valid values are positive, e.g. 0..2.0.
|
|
|
|
* **joy_haptic_filter**: List of sound file names produced haptic feedback
|
|
separated by space. `*` could be used for replace part of file name as
|
|
regular expression. `!` at the beginning of value could be used for skip
|
|
file name equal to value.
|
|
|
|
* **joy_haptic_distance**: Haptic maximum effect distance value, By default
|
|
this cvar is `100.0`. Any positive value is valid. E.g. effect of shoot
|
|
to a barrel has 58 points when player stay near the barrel.
|
|
|
|
* **s_feedback_kind**: Select kind of controller feedback to use. By default
|
|
this cvar is `0`. Possible values:
|
|
`0`: Rumble feedback,
|
|
`1`: Haptic feedback.
|
|
|
|
|
|
## cvar operations
|
|
|
|
cvar operations are special commands that allow the programmatic
|
|
manipulation of cvar values. They can be used for scripting and the
|
|
like.
|
|
|
|
* **dec <cvar> [val]**: Decrements the given cvar by `1` or the optional
|
|
value `val`.
|
|
|
|
* **inc <cvar> [val]**: Increments the given cvar by `1` or the optional
|
|
value `val`.
|
|
|
|
* **reset <cvar>**: Reset the given cvar to it's default value.
|
|
|
|
* **resetall**: Reset all known cvar to their default values.
|
|
|
|
* **toggle <cvar> [val0] [val1]**: Toggle the given cvar between `0` and
|
|
`1`. If the optional arguments `val0` and `val1` are given the given
|
|
cvar is toggled between them.
|