collision_prefernudgedfraction 1 whether to sort collision events by nudged fraction (1) or real fraction (0)\r
collision_startnudge 0 how much to bias collision trace start\r
con_closeontoggleconsole 1 allows toggleconsole binds to close the console as well\r
+con_chat 0 how many chat lines to show in a dedicated chat area\r
+con_chatpos 0 where to put chat (negative: lines from bottom of screen, positive: lines below notify, 0: at top)\r
+con_chatsize 8 chat text size in virtual 2D pixels\r
+con_chattime 30 how long chat lines last, in seconds\r
+con_chatwidth 1.0 relative chat window width\r
con_notify 4 how many notify lines to show (0-32)\r
+con_notifyalign 3 how to align notify lines: 0 = left, 0.5 = center, 1 = right, empty string = game default)\r
+con_notifysize 8 notify text size in virtual 2D pixels\r
con_notifytime 3 how long notify lines last, in seconds\r
con_textsize 8 console text size in virtual 2D pixels\r
coop 0 coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)\r
r_hdr_scenebrightness 1 global rendering brightness\r
r_lerpimages 1 bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0)\r
r_lerpmodels 1 enables animation smoothing on models\r
-r_lerpsprites 1 enables animation smoothing on sprites (requires r_lerpmodels 1)\r
+r_lerpsprites 1 enables animation smoothing on sprites\r
r_letterbox 0 reduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes)\r
r_lightmaprgba 1 whether to use RGBA (32bit) or RGB (24bit) lightmaps\r
r_lightningbeam_color_blue 1 color of the lightning beam effect\r
showfps 0 shows your rendered fps (frames per second)\r
showpause 1 show pause icon when game is paused\r
showram 1 show ram icon if low on surface cache memory (not used)\r
+showspeed 0 shows your current speed (qu per second); number selects unit: 1 = qups, 2 = m/s, 3 = km/h, 4 = mph, 5 = knots\r
showtime 0 shows current time of day (useful on screenshots)\r
showtime_format %H:%M:%S format string for time of day\r
showturtle 0 show turtle icon when framerate is too low (not used)\r
sv_clmovement_enable 1 whether to allow clients to use cl_movement prediction, which can cause choppy movement on the server which may annoy other players\r
sv_clmovement_minping 0 if client ping is below this time in milliseconds, then their ability to use cl_movement prediction is disabled for a while (as they don't need it)\r
sv_clmovement_minping_disabletime 1000 when client falls below minping, disable their prediction for this many milliseconds (should be at least 1000 or else their prediction may turn on/off frequently)\r
-sv_clmovement_waitforinput 16 when a client does not send input for this many frames, force them to move anyway (unlike QuakeWorld)\r
+sv_clmovement_inputtimeout 0.2 when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld)\r
sv_cullentities_nevercullbmodels 0 if enabled the clients are always notified of moving doors and lifts and other submodels of world (warning: eats a lot of network bandwidth on some levels!)\r
sv_cullentities_pvs 1 fast but loose culling of hidden entities\r
sv_cullentities_stats 0 displays stats on network entities culled by various methods for each client\r
envmap render a cubemap (skybox) of the current scene\r
exec execute a script file\r
fly fly mode (flight)\r
-fog set global fog parameters (density red green blue)\r
+fog set global fog parameters (density red green blue mindist maxdist)\r
force_centerview recenters view (stops looking up/down)\r
fs_rescan rescans filesystem for new pack archives and any other changes\r
fullinfo allows client to modify their userinfo\r
viewnext change to next animation frame of viewthing entity in current level\r
viewprev change to previous animation frame of viewthing entity in current level\r
wait make script execution wait for next rendered frame\r
-\r
+which accepts a file name as argument and reports where the file is taken from\r
\r
\r
How to install Quake on Windows:\r
\r
\r
Shader parameters for DP's own features:\r
-- dp_reflect <factor> <r> <g> <b>\r
- Makes surfaces of this shader reflective with r_glsl_water. Factor is a\r
- reflectiveness factor from 0 to 1, the rest is the color of the reflection.\r
- Unspecified values get set to 1 (that is, standard water parameters).\r
-- dp_refract <factor> <r> <g> <b>\r
- Marks a surface as "water" for r_glsl_water, that is, add a refraction\r
- component too. The factor defines how strong the distorts by the refraction\r
- are (default: 1.0). Unspecified values get set to 1 (that is, standard water\r
- parameters).\r
+- dp_reflect <distort> <r> <g> <b> <a>\r
+ Makes surfaces of this shader reflective with r_water. The reflection is\r
+ alpha blended on the texture with the given alpha, and modulated by the given\r
+ color. distort is used in conjunction with the normalmap to simulate a\r
+ nonplanar water surface.\r
+- dp_refract <distort> <r> <g> <b>\r
+ Makes surfaces of this shader refractive with r_water. The refraction\r
+ replaces the transparency of the texture. distort is used in conjunction with\r
+ the normalmap to simulate a nonplanar water surface.\r
+- dp_water <reflectmin> <reflectmax> <refractdistort> <reflectdistort> <refractr> <refractg> <refractb> <reflectr> <reflectg> <reflectb> <alpha>\r
+ This combines the effects of dp_reflect and dp_refract to simulate a water\r
+ surface. However, the refraction and the reflection are mixed using a Fresnel\r
+ equation that makes the amount of reflection slide from reflectmin when\r
+ looking parallel to the water to reflectmax when looking directly into the\r
+ water. The result of this reflection/refraction mix is then layered BELOW the\r
+ texture of the shader, so basically, it "fills up" the alpha values of the\r
+ water. The alpha value is a multiplicator for the alpha value on the texture\r
+ - set this to a small value like 0.1 to emphasize the reflection and make\r
+ the water transparent; but if r_water is 0, alpha isn't used, so the water can\r
+ be very visible then too.\r
+- tcmod page <width> <height> <delay>\r
+ The texture is shifted by 1/<width> every <delay> seconds, and by 1/<height>\r
+ every <delay>*<width> seconds. It is some sort of animmap replacement that keeps\r
+ all animation frames in a single texture.\r
+ To use it, make a texture with the frames aligned in a grid like this:\r
+ 1 2 3 4\r
+ 5 6 7 8\r
+ then align it in Radiant so only one of the animation frames can be seen on\r
+ the surface, and specify "tcmod page 4 2 0.1". DP will then display the frames\r
+ in order and the cycle will repeat every 0.8 seconds.\r