yquake2remaster/stuff/cvarlist.md

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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 the r_* renderer cvars have been renamed to gl_* and there are cvars specific to the OpenGL3.2 renderer that stat with gl3_. Please note: There's normally no need to change any cvar! Use the menu instead.

General:

  • 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.

  • 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%.

  • 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.

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.

  • 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  • ogg_ignoretrack0: Normally Quake II disabled the background music if a major objective has been archived by setting the music track to 0.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.

  • 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.

Graphics (all renderers):

  • Most old r_* cvars, but renamed to gl_*

  • 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.

  • 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 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.

  • 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.

  • 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.

  • 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_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 (gl_swapinterval) 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).

  • 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.

Graphics (GL1 only):

  • 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!

  • gl_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.

  • gl_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)

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 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 GL1's gl_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.

  • 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.