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
cl_stainmaps_clearonload 1 clear stainmaps on map restart\r
cl_stairsmoothspeed 160 how fast your view moves upward/downward when running up/down stairs\r
cl_upspeed 400 vertical movement speed (while swimming or flying)\r
-cl_viewmodel_scale 0.3 changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible\r
+cl_viewmodel_scale 1 changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible\r
cl_yawspeed 140 keyboard yaw turning speed\r
cmdline 0 contains commandline the engine was launched with\r
collision_endnudge 0 how much to bias collision trace end\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
prvm_statementprofiling 0 counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled)\r
prvm_traceqc 0 prints every QuakeC statement as it is executed (only for really thorough debugging!)\r
qport 0 identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)\r
-r_ambient 0 brighter world cheat (not allowed in multiplayer), value is 0-128\r
+r_ambient 0 brightens map, value is 0-128\r
r_batchmode 1 selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)\r
r_bloom 0 enables bloom effect (makes bright pixels affect neighboring pixels)\r
r_bloom_blur 4 how large the glow is\r
r_editlights_cursorpushoff 4 how far to push the cursor off the impacted surface\r
r_editlights_quakelightsizescale 1 changes size of light entities loaded from a map\r
r_explosionclip 1 enables collision detection for explosion shell (so that it flattens against walls and floors)\r
-r_fullbright 0 make everything bright cheat (not allowed in multiplayer)\r
+r_fullbright 0 makes map very bright and renders faster\r
r_fullbrights 1 enables glowing pixels in quake textures (changes need r_restart to take effect)\r
r_glsl 1 enables use of OpenGL 2.0 pixel shaders for lighting\r
r_glsl_deluxemapping 1 use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)\r
r_shadow_realtime_world_compileportalculling 1 enables portal-based culling optimization during compilation\r
r_shadow_realtime_world_compileshadow 1 enables compilation of shadows from world lights for higher performance rendering\r
r_shadow_realtime_world_compilesvbsp 1 enables svbsp optimization during compilation\r
-r_shadow_realtime_world_dlightshadows 1 enables shadows from dynamic lights when using full world lighting\r
r_shadow_realtime_world_lightmaps 0 brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance\r
r_shadow_realtime_world_shadows 1 enables rendering of shadows from world lights\r
r_shadow_scissor 1 use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)\r
-r_shadow_shadow_polygonfactor 0 how much to enlarge shadow volume polygons when rendering (should be 0!)\r
-r_shadow_shadow_polygonoffset 1 how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)\r
+r_shadow_polygonfactor 0 how much to enlarge shadow volume polygons when rendering (should be 0!)\r
+r_shadow_polygonoffset 1 how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)\r
r_shadow_texture3d 1 use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)\r
r_shadows 0 casts fake stencil shadows from models onto the world (rtlights are unaffected by this)\r
r_shadows_throwdistance 500 how far to cast shadows from models\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_bitsperpixel 32 how many bits per pixel to render at (32 or 16, 32 is recommended)\r
vid_conheight 480 virtual height of 2D graphics system\r
vid_conwidth 640 virtual width of 2D graphics system\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_dgamouse 1 make use of 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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sizedown decrease view size (decreases viewsize cvar)\r
sizeup increase view size (increases viewsize cvar)\r
skins downloads missing qw skins from server\r
-snd_reload reload all sound files\r
+snd_unloadallsounds unload all sound files\r
snd_restart restart sound system\r
soundinfo print sound system information (such as channels and speed)\r
soundlist list loaded sounds\r