ambient_fade 100 rate of volume fading when moving from one environment to another\r
ambient_level 0.3 volume of environment noises (water and wind)\r
bgmvolume 1 volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)\r
-bgmvolume 1 volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)\r
cdaudioinitialized 0 indicates if CD Audio system is active\r
chase_active 0 enables chase cam\r
chase_back 48 chase cam distance from the player\r
cl_movement_edgefriction 2 how much to slow down when you may be about to fall off a ledge (should match edgefriction)\r
cl_movement_friction 4 how fast you slow down (should match sv_friction)\r
cl_movement_jumpvelocity 270 how fast you move upward when you begin a jump (should match the quakec code)\r
-cl_movement_latency 0 compensates for this much latency (ping time) on quake servers which do not really support prediction, no effect on darkplaces7 protocol servers or quakeworld servers\r
cl_movement_maxairspeed 30 how fast you can move while in the air (should match sv_maxairspeed)\r
cl_movement_maxspeed 320 how fast you can move (should match sv_maxspeed)\r
cl_movement_stepheight 18 how tall a step you can step in one instant (should match sv_stepheight)\r
collision_leavenudge 0 how much to bias collision exit fraction\r
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 0 allows toggleconsole binds to close the console as well\r
+con_closeontoggleconsole 1 allows toggleconsole binds to close the console as well\r
con_notify 4 how many notify lines to show (0-32)\r
con_notifytime 3 how long notify lines last, in seconds\r
con_textsize 8 console text size in virtual 2D pixels\r
snd_channellayout 0 channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)\r
snd_channels 2 number of channels for the sound ouput (2 for stereo; up to 8 supported for 3D sound)\r
snd_initialized 0 indicates the sound subsystem is active\r
-snd_initialized 0 indicates the sound subsystem is active\r
snd_noextraupdate 0 disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates\r
snd_precache 1 loads sounds before they are used\r
snd_show 0 shows some statistics about sound mixing\r
snd_soundradius 1000 radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)\r
snd_speed 48000 sound output frequency, in hertz\r
snd_staticvolume 1 volume of ambient sound effects (such as swampy sounds at the start of e1m2)\r
-snd_staticvolume 1 volume of ambient sound effects (such as swampy sounds at the start of e1m2)\r
snd_streaming 1 enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory)\r
snd_swapstereo 0 swaps left/right speakers for old ISA soundblaster cards\r
snd_width 2 sound output precision, in bytes (1 and 2 supported)\r
sys_specialcharactertranslation 1 terminal console conchars to ASCII translation (set to 0 if your conchars.tga is for an 8bit character set or if you want raw output)\r
sys_ticrate 0.05 how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players)\r
sys_usetimegettime 1 use windows timeGetTime function (which has issues on some motherboards) for timing rather than QueryPerformanceCounter timer (which has issues on multicore/multiprocessor machines and processors which are designed to conserve power)\r
-sys_usetimegettime 1 use windows timeGetTime function (which has issues on some motherboards) for timing rather than QueryPerformanceCounter timer (which has issues on multicore/multiprocessor machines and processors which are designed to conserve power)\r
team none QW team (4 character limit, example: blue)\r
teamplay 0 teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self\r
temp1 0 general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)\r
vid_dga 1 make use of DGA mouse input\r
vid_dga_mouseaccel 1 speed of mouse when using DGA mouse input\r
vid_fullscreen 1 use fullscreen (1) or windowed (0)\r
-vid_grabkeyboard 0 whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards)\r
+vid_grabkeyboard 1 whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards)\r
vid_hardwaregammasupported 1 indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps)\r
vid_height 480 resolution\r
vid_minheight 0 minimum vid_height that is acceptable (to be set in default.cfg in mods)\r
vid_width 640 resolution\r
viewsize 100 how large the view should be, 110 disables inventory bar, 120 disables status bar\r
volume 0.7 volume of sound effects\r
-volume 0.7 volume of sound effects\r
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