1 DarkPlaces engine readme : updated 20070311:
3 About the DarkPlaces glquake engine:
4 DarkPlaces engine was started because I was unsatisfied with the other engines available soon after the quake source release (which did little more than add some flashy effects), and craved modding features for my DarkPlaces mod, and wanted some real enhancements to the online gaming experience as well.
6 DarkPlaces engine is the result, I hope everyone likes it.
8 I am not very good at writing documentation, so this readme is organized as a feature list, with information on each feature, I hope it is still adequate documentation.
10 If you have any suggestions for features to document in detail in the readme or any other questions/comments/bugreports/suggestions/etc, send me an email with the address lordhavoc ghdigital com (add @ and . characters as appropriate)
16 If mouse movement is jerky but framerate is high, try typing "gl_finish 1" (without quotes) into the console (makes cpu wait for gpu before ending frame, which gives lousy input drivers a chance to catch up).
21 Visit the Color Control submenu of Options, it's near the top, fiddle with gamma (or grey level if using the color levels mode) until the grey box surrounding the white/black dither pattern matches up with the grey you see while looking at the dither from a distance, this will calibrate quake to look approximately as id Software intended, and ensure everyone sees it the same. Note: Different resolutions may be different intensities depending on monitor. Note2: ATI Radeon Catalyst 3.10 drivers seem to have a weird gamma limiting 'feature' which rejects gamma settings it doesn't like, feel free to complain to ATI about this if it gets in your way (it probably will).
23 Visit the Effects Options submenu of Options, and check out the options.
28 Visit the Player Setup submenu of the Multiplayer menu to configure your network speed (as well as the usual settings from quake like name and colors).
30 To host a server behind a router/firewall, simply set up a port forward on the UDP port you are running the server on (default is 26000), to forward incoming UDP packets on that port to the server, then people can connect.
32 To make your server show up on the server browser (in the Join Game menu), either set sv_public 1 in the console, or use the multiplayer new game menu and check the Public server checkbox.
37 Quake : -quake, this is active by default, gamedirs: id1
38 Quake: Scourge of Armagon : -hipnotic or hipnotic in executable name or path, gamedirs: hipnotic, id1
39 Quake: Dissolution of Eternity : -rogue or rogue in executable name or path, gamedirs: rogue, id1
40 Nexuiz : -nexuiz or nexuiz in executable name or path, gamedirs: data
41 Nehahra : -nehahra or nehahra in executable name or path, gamedirs: nehahra, id1
42 GoodVsBad2 : -goodvsbad2 or gvb2 in executable name or path, gamedirs: rts
43 BattleMech : -battlemech or battlemech in executable name or path, gamedirs: base
44 PrydonGate : -prydon or prydon in executable name or path, gamedirs: prydon
45 These games are considered officially supported, if any problems are seen, please make sure you are running the latest version of the game and engine, if you are, please report the problem.
50 Redesigned effects including smoke, blood, bubbles and explosions.
51 Better looking dynamic lights.
52 External texture support (see Replacement Content section below)
53 Realtime bumpmapped lighting/shadowing support (r_shadow_realtime_world cvar) with many options. (note: very slow if you do not have .rtlights files installed, be sure to get some from dpmod or search on the web for rtlights files)
54 .rtlights file support (improves performance/appearance of realtime lighting)
55 .rtlights file editing (see r_editlights_help in game)
56 Alpha blended sprites (instead of glquake's masked sprites).
57 Interpolated entity movement and animations (both models and sprites).
58 Overbright and fullbright support on walls and models (like winquake).
59 Colormapping support on any q1 model (like winquake).
60 Fog (set with "fog density red green blue" command)
61 Skybox (loadsky "mtnsun_" will load "env/mtnsun_ft.tga" and so on).
62 Sky rendering improved (no more glquake distortion).
63 Sky polygons obscure geometry just like in winquake.
64 Color calibration menu to ensure a proper Quake experience.
65 Improved model lighting (directional shading).
66 No messy .ms2 model mesh files (no glquake dir anymore either).
67 New improved crosshair (team color coded).
68 Improved image loading (smoother menus and such).
69 Ability to disable particle effects (cl_particles* cvars).
70 Decals (cl_decals cvar to enable).
71 Stainmaps (cl_stainmap cvar to enable).
72 Sorted transparent stuff to render better.
73 Improved multitexture support (r_textureunits (1-4 supported), needs gl_combine 1 because of overbright)
74 Improved chase cam (chase_active 1 no longer goes into walls)
75 More configurable console background (scr_conalpha and scr_conbrightness)
76 Optional fullbrights (r_fullbrights 0/1 followed by r_restart)
77 Dynamic Farclip (no distance limits in huge maps)
78 Improved gl_flashblend (now renders a corona instead of an ugly blob)
79 DynamicLight coronas (more realism)
80 Transparent statusbar (sbar_alpha) that does not block your view as much.
81 No 8bit texture uploads (fixes 'green' walls in the distance).
82 Fixed view blends (glquake was quite broken).
83 JPEG texture support using libjpeg (Thanks Elric)
84 Video Options, Color Control, and Effects Options menus added, and more options.
85 .dlit file support (produced by hmap2 -light) for fast per-pixel lighting without shadowing.
86 pointfile command is improved (for leak finding in maps when you have a .pnt file from a failed qbsp compile)
87 configurable particle effects (effectinfo.txt, can be reloaded at any time by cl_particles_reloadeffects command for quick testing)
88 fixed envmap command (makes a skybox of the current scene)
93 Ogg and wav file overrides for cd tracks (example: sound/cdtracks/track01.ogg or .wav) (Thanks Elric)
94 Streaming ogg sounds to save memory (Ogg sounds over a certain size are streamed automatically) (Thanks Elric)
95 Ogg Vorbis sound support (all .wav sounds look for .ogg if the .wav is missing, useful for making mods smaller, particularly useful for cd tracks) (Thanks Elric)
96 Stereo sound file support (useful for cd tracks)
97 7.1 surround sound mixing support (snd_channels cvar selects how many to use, default 2 for stereo)
104 -benchmark option to run automated timedemo benchmarks (-benchmark demo1 does +timedemo demo1 and quits immediately when finished)
105 timedemo automatically puts results in gamedir/benchmark.log
106 Slightly improved aiming on quake servers (does not support proquake aiming).
107 -sndspeed samplerate (default: 44100, quake used 11025)
108 snd_swapstereo cvar (for people with backwards SB16 sound cards)
109 Saves video settings to config and restores them properly
110 Ability to change video settings during game (video options menu or vid_* cvars)
112 Sends 20fps network packets to improve modem play instead of one per frame. (sys_ticrate controls network framerate)
113 Allow skin colormaps 14 and 15 (freaky :)
114 Longer chat messages.
115 No more 72fps limit, cl_maxfps lets you decide.
116 Support for more mouse buttons (mouse1-mouse16, mwheelup/mwheeldown are aliases to mouse4 and mouse5).
117 Server browser for public (sv_public 1) darkplaces servers as well as quakeworld servers.
118 log_file cvar to log console messages to a file.
119 condump command to dump recent console history to a file.
120 PK3 archive support with compression support using zlib (Thanks Elric)
121 maps command lists installed maps
122 tab completion of map names on map/changelevel commands
123 tab completion of rcon commands
124 .ent file replacement allows you to modify sky and fog settings on a per-map basis (use sv_saveentfile command in singleplayer and then edit the worldspawn entity in a text editor, for example setting "sky" "mtnsun_" to load the skybox mtnsun_ in your favorite maps, or "fog" "0.03 0.2 0.2 0.2" to put fog in the level)
125 Switchable bindmaps (in_bind command allows you to bind keys in one of 8 bindmaps, 0-7, in_bindmap command allows you to select two active bindmaps to use at once, ones missing in the first are checked in the second)
126 Options menu "Reset to Defaults" option works better than in Quake
127 cvarlist and cmdlist commands
128 improved tab completion of commands and cvars, with default value and description listed
129 curl command (downloads a URL to a pk3 archive and loads it)
130 fs_rescan command (allows you to load a newly installed pak/pk3 archive without quitting the game)
131 saveconfig command (allows you to save settings before quitting the game, mostly useful when debugging the engine if you expect it to crash)
132 gamedir command to change current mod (only works while disconnected).
134 ProQuake message macros (%l location, %d last death location, %h health, %a armor, %x rockets, %c cells, %t current time, %r rocket launcher status (I need RL, I need rockets, I have RL), %p powerup status (quad pent ring), %w weapon status (SSG:NG:SNG:GL:RL:LG).
135 Support for ProQuake .loc files (locs/e1m1.loc or maps/e1m1.loc)
136 Support for QIZMO .loc files (maps/e1m1.loc)
137 Ingame editing of .loc files using locs_* commands (locs_save saves a new .loc file to maps directory)
138 bestweapon command (takes a number sequence like bestweapon 87654321, digits corresponding to weapons, first ones are preferred over last ones, only uses weapons that have 1 ammo or more)
139 ls and dir commands to list files in the Quake virtual filesystem (useful to find files inside paks)
140 toggle command allows you to use a single bind to toggle a cvar between 0 and 1
141 slowmo cvar allows you to pause/slow down/speed up demo playback (try using these binds for example: bind f1 "slowmo 0";bind f2 "slowmo 0.1";bind f3 "slowmo 1")
142 AVI video recording using builtin I420 codec (bind f4 "toggle cl_capturevideo"), with automatic creation of sequentially numbered avi files for each recording session. (WARNING: HUGE files, make sure you have several gigabytes of disk space available! and it is only recommended during demo playback! You will probably want to reencode these videos using VirtualDub, mencoder, or other utilities before posting them on a website)
143 ping display in scoreboard, even on Quake servers (on DarkPlaces servers it also shows packet loss)
148 Allows clients to connect through firewalls (automatic feature)
149 Works behind firewalls unlike NetQuake (must port forward UDP packets on the relevant port from the firewall to the server, as with any game)
150 More accurate movement and precise aiming.
152 sv_cheats cvar controls cheats (no longer based on deathmatch).
153 slowmo cvar controls game speed.
154 No crash with the buggy 'teleport train' in shub's pit.
155 Allow skin colormaps 14 and 15 (freaky :)
156 sys_ticrate applies to listen (client) servers as well as dedicated.
157 sv_public cvar to advertise to master server.
158 log_file cvar to log console messages to a file.
159 condump command to dump recent console history to a file.
160 PK3 archive support with compression support using zlib (Thanks Elric)
161 Option to prevent wallhacks from working (sv_cullentities_trace 1).
162 Selectable protocol (sv_protocolname QUAKE for example allows quake clients to play, default is sv_protocolname DP7 or a later protocol)
163 Automatic file downloads to DarkPlaces clients.
164 Ability to send URLs to DarkPlaces clients to download pk3 archives needed to play on this server.
165 rcon support for remote administration by trusted clients with matching rcon_password, or external quakeworld rcon tools
166 prvm_edictset, prvm_global, prvm_globals, and prvm_globalset commands aid in QuakeC debugging
167 prvm_printfunction function prints out the QuakeC assembly opcodes of a function, can be useful if you can't decompile the progs.dat file
168 prvm_profile command gives call count and estimated builtin-function cost
169 sys_colortranslation cvar controls processing of Quake3-style ^ color codes in terminal output, default is white text on windows and ANSI color output on Linux/Mac OSX
170 sys_specialcharactertranslation controls processing of special Quake characters to make colored names more readable in terminal output
175 HalfLife map support (place your HalfLife wads in quake/id1/textures/ or quake/MODDIR/textures/ as the maps need them)
176 Larger q1 and hl map size of +-32768 units.
177 Colored lighting (.lit support) for q1 maps.
178 Q3 map support (no shaders though), with no limits.
179 Q2 and Q3 model support, with greatly increased limits (256 skins, 65536 frames, 65536 vertices, 65536 triangles). (Note: md2 player models are not supported because they have no skin list)
180 Optimized QuakeC interpreter so mods run faster.
181 Bounds checking QuakeC interpreter so mods can't do naughty things with memory.
182 Warnings for many common QuakeC errors.
183 Unprecached models are now a warning (does not kill the server anymore).
184 External texture support (see dpextensions.qc DP_GFX_EXTERNALTEXTURES).
185 Fog ("fog" key in worldspawn, same parameters as fog command).
186 .spr32 and halflife .spr sprites supported. (Use Krimzon's tool to make spr32, and lhfire can render directly to spr32, or just use replacement textures on .spr).
187 Skybox ("sky" key in worldspawn, works like loadsky and quake2).
188 Stereo wav sounds supported.
189 Ogg Vorbis sounds supported. (Thanks Elric)
190 ATTN_NONE sounds are no longer directional (good for music).
191 play2 sound testing command (ATTN_NONE variant of play).
192 r_texturestats and memstats and memlist commands to give memory use info.
193 Lighting on sprites (put ! anywhere in sprite filename to enable).
194 More r_speeds info (now a transparent overlay instead of spewing to console).
195 Supports rotating bmodels (use avelocity, and keep in mind the bmodel needs the "origin" key set to rotate (read up on hipnotic rotation support in your qbsp docs, or choose another qbsp if yours does not support this feature), or in q3 maps an origin brush works).
197 More dynamic lights (32 changed to 256).
198 More precached models and sounds (256 changed to 4096).
199 Many more features documented in dpextensions.qc. (bullet tracing on models, qc player input, etc)
204 Formats supported: tga (recommended), png (loads very slowly), jpg (loads slowly), pcx, wal, lmp
206 Usually you want to put replacement content in either id1/ or another directory such as pretty/ inside your quake directory, in DarkPlaces you can run multiple -game options at once (such as -game ctf -game pretty -game dpmod to have texture overrides from pretty, maps from ctf, and gameplay from dpmod) or multiple gamedirs specified with the gamedir console command (gamedir ctf pretty dpmod).
208 All texture layers are optional except diffuse (the others are NOT loaded without it)
211 progs/player.mdl_0.tga - diffuse
212 progs/player.mdl_0_norm.tga - normalmap (can have alpha channel with bumpmap height for offsetmapping/reliefmapping)
213 progs/player.mdl_0_bump.tga - bumpmap (not loaded if normalmap is present)
214 progs/player.mdl_0_glow.tga - glow map (use _luma if tenebrae compatibility is a concern)
215 progs/player.mdl_0_luma.tga - alternate tenebrae-compatible name for glow map (use one or the other)
216 progs/player.mdl_0_pants.tga - pants image, greyscale and does not cover the same pixels as the diffuse texture (this is additive blended ('Screen' mode in photoshop) ontop of the diffuse texture with a color tint according to your pants color)
217 progs/player.mdl_0_shirt.tga - shirt image, same type as pants
219 Replacing textures in specific maps:
220 textures/e1m1/ecop1_6.tga
221 textures/e1m1/ecop1_6_norm.tga
222 textures/e1m1/ecop1_6_bump.tga
223 textures/e1m1/ecop1_6_glow.tga
224 textures/e1m1/ecop1_6_luma.tga
225 textures/e1m1/ecop1_6_pants.tga - pants and shirt layers are possible on bmodel entities with quakec modifications to set their .colormap field
226 textures/e1m1/ecop1_6_shirt.tga
228 Replacing textures in all maps:
230 textures/quake_norm.tga
231 textures/quake_bump.tga
232 textures/quake_glow.tga
233 textures/quake_luma.tga
234 textures/quake_pants.tga
235 textures/quake_shirt.tga
237 Replacing hud and menu pictures:
241 same as in Quake, you can replace a model with exactly the same file name (including file extension), so for example an md3 player model has to be renamed progs/player.mdl, and a small box of shells in md3 format has to be renamed maps/b_shell0.bsp
243 How to make .skin files for multiple skins on a Quake3 (md3) or DarkPlacesModel (dpm) model:
244 These files use the same format as the ones in Quake3 (except being named modelname_0.skin, modelname_1.skin, and so on), they specify what texture to use on each part of the md3 (or zym or dpm or psk) model, their contents look like the following...
245 torso,progs/player_default.tga says that the model part named "torso" should use the image progs/player_default.tga
246 gun,progs/player_default.tga says that the model part named "gun" should use the image progs/player_default.tga
247 muzzleflash,progs/player_default_muzzleflash.tga says that the model part named "muzzleflash" should use the image progs/player_default_muzzleflash.tga - this is useful for transparent skin areas which should be kept separate from opaque skins
248 tag_head, says that the first tag is named "tag_head" - this is only useful for QuakeC mods using segmented player models so that they can look up/down without their legs rotating, don't worry about it as a user
249 tag_torso, second tag name
250 tag_weapon, third tag name
252 How to install a soundtrack in ogg format
253 These files must be in ogg or wav format, and numbers begin at 002 if you wish to replace (or install) the Quake cd music - since track 001 was the Quake data track.</p>
254 quake/id1/sound/cdtracks/track002.ogg replacement track for "cd loop 2"
255 quake/id1/sound/cdtracks/track003.ogg replacement track for "cd loop 3"
257 Example list of filenames:
258 quake/id1/progs/player.mdl replaces the player model)
259 quake/id1/progs/player.mdl_0.skin text file that specifies textures to use on an md3 model)
260 quake/id1/progs/player_default.tga texture referenced by the .skin, make sure that any special parts of this are black, like pants should be black here otherwise you get pink pants when you use a red color ingame)
261 quake/id1/progs/player_default_pants.tga white pants area of the skin, this is colored by the engine according to your color settings, additive blended (which is called "Screen" mode in Photoshop if you wish to preview the layers))
262 quake/id1/progs/player_default_shirt.tga white shirt area of the skin, similar to pants described above)
263 quake/id1/progs/player_default_norm.tga normalmap texture for player_default, alpha channel can contain a heightmap for offsetmapping (r_glsl_offsetmapping 1 in console) to use, alternatively you can use _bump.tga instead of this which is only a heightmap and the engine will generate the normalmap for you)
264 quake/id1/progs/player_default_gloss.tga glossmap (shiny areas) for player_default)
265 quake/id1/progs/player_default_glow.tga glowmap (glowing stuff) for player_default, this is fullbrights and such, be sure the corresponding pixels are black in the player_default.tga, because just like pants/shirt this is additive blended)
266 quake/id1/textures/quake.tga replaces the quake logo on the arch in start.bsp)
267 quake/id1/textures/quake_norm.tga same as for a player)
268 quake/id1/textures/quake_gloss.tga same as for a player)
269 quake/id1/textures/#water1.tga replaces *water1 texture in the maps, # is used instead of * in filenames)
270 quake/id1/gfx/conchars.tga replacement font image, this was in gfx.wad in quake)
271 quake/id1/gfx/conback.tga replacement console background, just like in quake)
272 quake/id1/gfx/mainmenu.tga replacement main menu image, just like in quake)
273 quake/id1/maps/b_bh25.bsp replacement for normal health pack, for example this could be an md3 model instead)
274 quake/id1/sound/cdtracks/track002.ogg replacement track for "cd loop 2"
275 quake/id1/sound/cdtracks/track003.ogg replacement track for "cd loop 3"
279 Commandline options as of 2007-03-11:
280 BSD GLX: -gl_driver drivername selects a GL driver library, default is libGL.so.1, useful only for using fxmesa or similar, if you don't know what this is for, you don't need it
281 BSD GLX: -nogetprocaddress disables GLX_ARB_get_proc_address (not required, more formal method of getting extension functions)
282 BSD GLX: -novideosync disables GLX_SGI_swap_control
283 BSD Sound: -cddev devicepath chooses which CD drive to use
284 Client: -benchmark demoname runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log)
285 Client: -demo demoname runs a playdemo and quits
286 Client: -forceqmenu disables menu.dat (same as +forceqmenu 1)
287 Client: -particles number changes maximum number of particles at once, default 32768
288 Client: -texbrightness number sets the quake palette brightness (brightness of black), allowing you to make quake textures brighter/darker, not recommended
289 Client: -texcontrast number sets the quake palette contrast, allowing you to make quake textures brighter/darker, not recommended
290 Client: -texgamma number sets the quake palette gamma, allowing you to make quake textures brighter/darker, not recommended
291 Client: -useqmenu causes the first time you open the menu to use the quake menu, then reverts to menu.dat (if forceqmenu is 0)
292 Console: -condebug logs console messages to qconsole.log, see also log_file
293 Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
294 Console: -nostdout disables text output to the terminal the game was launched from
295 Filesystem: -basedir path chooses what base directory the game data is in, inside this there should be a data directory for the game (for example id1)
296 GL: -noanisotropy disables GL_EXT_texture_filter_anisotropic (allows higher quality texturing)
297 GL: -nocombine disables GL_ARB_texture_env_combine or GL_EXT_texture_env_combine (required for bumpmapping and faster map rendering)
298 GL: -nocubemap disables GL_ARB_texture_cube_map (required for bumpmapping)
299 GL: -nocva disables GL_EXT_compiled_vertex_array (renders faster)
300 GL: -nodot3 disables GL_ARB_texture_env_dot3 (required for bumpmapping)
301 GL: -nodrawrangeelements disables GL_EXT_draw_range_elements (renders faster)
302 GL: -noedgeclamp disables GL_EXT_texture_edge_clamp or GL_SGIS_texture_edge_clamp (recommended, some cards do not support the other texture clamp method)
303 GL: -nofragmentshader disables GL_ARB_fragment_shader (allows pixel shader effects, can improve per pixel lighting performance and capabilities)
304 GL: -nomtex disables GL_ARB_multitexture (required for faster map rendering)
305 GL: -noseparatestencil disables use of OpenGL2.0 glStencilOpSeparate and GL_ATI_separate_stencil extensions (which accelerate shadow rendering)
306 GL: -noshaderobjects disables GL_ARB_shader_objects (required for vertex shader and fragment shader)
307 GL: -noshadinglanguage100 disables GL_ARB_shading_language_100 (required for vertex shader and fragment shader)
308 GL: -nostenciltwoside disables GL_EXT_stencil_two_side (which accelerate shadow rendering)
309 GL: -notexture3d disables GL_EXT_texture3D (required for spherical lights, otherwise they render as a column)
310 GL: -novertexshader disables GL_ARB_vertex_shader (allows vertex shader effects)
311 Game: -battlemech runs the multiplayer topdown deathmatch game BattleMech
312 Game: -contagiontheory runs the game Contagion Theory
313 Game: -darsana runs the game Darsana
314 Game: -did2 runs the game Defeat In Detail 2
315 Game: -goodvsbad2 runs the psychadelic RTS FPS game Good Vs Bad 2
316 Game: -hipnotic runs Quake mission pack 1: The Scourge of Armagon
317 Game: -nehahra runs The Seal of Nehahra movie and game
318 Game: -neoteric runs the game Neoteric
319 Game: -netherworld runs the game Netherworld: Dark Master
320 Game: -nexuiz runs the multiplayer game Nexuiz
321 Game: -openquartz runs the game OpenQuartz, a standalone GPL replacement of the quake content
322 Game: -prydon runs the topdown point and click action-RPG Prydon Gate
323 Game: -quake runs the game Quake (default)
324 Game: -rogue runs Quake mission pack 2: The Dissolution of Eternity
325 Game: -setheral runs the multiplayer game Setheral
326 Game: -som runs the multiplayer game Son Of Man
327 Game: -tenebrae runs the graphics test mod known as Tenebrae (some features not implemented)
328 Game: -teu runs The Evil Unleashed (this option is obsolete as they are not using darkplaces)
329 Game: -thehunted runs the game The Hunted
330 Game: -transfusion runs Transfusion (the recreation of Blood in Quake)
331 Game: -zymotic runs the singleplayer game Zymotic
332 Input: -nomouse disables mouse support (see also vid_mouse cvar)
333 Input: -nomouse disables mouse support (see also vid_mouse cvar)
334 Linux ALSA Sound: -sndpcm devicename selects which pcm device to us, default is "default"
335 Linux GLX: -gl_driver drivername selects a GL driver library, default is libGL.so.1, useful only for using fxmesa or similar, if you don't know what this is for, you don't need it
336 Linux GLX: -nogetprocaddress disables GLX_ARB_get_proc_address (not required, more formal method of getting extension functions)
337 Linux GLX: -novideosync disables GLX_SGI_swap_control
338 Linux Sound: -cddev devicepath chooses which CD drive to use
339 MacOSX GLX: -nogetprocaddress disables GLX_ARB_get_proc_address (not required, more formal method of getting extension functions)
340 MacOSX GLX: -novideosync disables GLX_SGI_swap_control
341 SDL GL: -gl_driver drivername selects a GL driver library, default is whatever SDL recommends, useful only for 3dfxogl.dll/3dfxvgl.dll or fxmesa or similar, if you don't know what this is for, you don't need it
342 Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
343 Server: -ip ipaddress sets the ip address of this machine for purposes of networking (default 0.0.0.0 also known as INADDR_ANY), use only if you have multiple network adapters and need to choose one specifically.
344 Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
345 Server: -port portnumber sets the port to use for a server (default 26000, the same port as QUAKE itself), useful if you host multiple servers on your machine
346 Sound: -nocdaudio disables CD audio support
347 Sound: -nosound disables sound (including CD audio)
348 Sound: -novorbis disables ogg vorbis sound support
349 Sound: -simsound runs sound mixing but with no output
350 Sound: -sndbits bits chooses 8 bit or 16 bit sound output
351 Sound: -sndmono sets sound output to mono
352 Sound: -sndquad sets sound output to 4 channel surround
353 Sound: -sndspeed hz chooses sound output rate (supported values are 48000, 44100, 32000, 24000, 22050, 16000, 11025 (quake), 8000)
354 Sound: -sndstereo sets sound output to stereo
355 Video: -bpp bits performs +vid_bitsperpixel bits (example -bpp 32 or -bpp 16)
356 Video: -fullscreen performs +vid_fullscreen 1
357 Video: -height pixels performs +vid_height pixels and also +vid_width pixels*4/3 if only -height is specified (example: -height 768 sets 1024x768 mode)
358 Video: -width pixels performs +vid_width pixels and also +vid_height pixels*3/4 if only -width is specified (example: -width 1024 sets 1024x768 mode)
359 Video: -window performs +vid_fullscreen 0
360 Windows DirectSound: -primarysound locks the sound hardware for exclusive use
361 Windows DirectSound: -snoforceformat uses the format that DirectSound returns, rather than forcing it
362 Windows GDI Input: -noforcemaccel disables setting of mouse acceleration (not used with -dinput, windows only)
363 Windows GDI Input: -noforcemparms disables setting of mouse parameters (not used with -dinput, windows only)
364 Windows GDI Input: -noforcemspd disables setting of mouse speed (not used with -dinput, windows only)
365 Windows Input: -dinput enables DirectInput for mouse/joystick input
366 Windows Input: -nojoy disables joystick support, may be a small speed increase
367 Windows Sound: -wavonly uses wave sound instead of DirectSound
368 Windows WGL: -gl_driver drivername selects a GL driver library, default is opengl32.dll, useful only for 3dfxogl.dll or 3dfxvgl.dll, if you don't know what this is for, you don't need it
369 Windows WGL: -novideosync disables WGL_EXT_swap_control
373 Full Console Variable List as of 2007-03-11:
374 _cl_color 0 internal storage cvar for current player colors (changed by color command)
375 _cl_name player internal storage cvar for current player name (changed by name command)
376 _cl_playermodel internal storage cvar for current player model in Nexuiz (changed by playermodel command)
377 _cl_playerskin internal storage cvar for current player skin in Nexuiz (changed by playerskin command)
378 _cl_pmodel 0 internal storage cvar for current player model number in nehahra (changed by pmodel command)
379 _cl_rate 10000 internal storage cvar for current rate (changed by rate command)
380 _snd_mixahead 0.1 how much sound to mix ahead of time
381 ambient_fade 100 rate of volume fading when moving from one environment to another
382 ambient_level 0.3 volume of environment noises (water and wind)
383 bgmvolume 1 volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)
384 cdaudioinitialized 0 indicates if CD Audio system is active
385 chase_active 0 enables chase cam
386 chase_back 48 chase cam distance from the player
387 chase_stevie 0 chase cam view from above (used only by GoodVsBad2)
388 chase_up 24 chase cam distance from the player
389 cl_anglespeedkey 1.5 how much +speed multiplies keyboard turning speed
390 cl_autodemo 0 records every game played, using the date/time and map name to name the demo file
391 cl_autodemo_nameformat %Y-%m-%d_%H-%M The format of the cl_autodemo filename, followed by the map name
392 cl_backspeed 400 backward movement speed
393 cl_beams_instantaimhack 1 makes your lightning gun aiming update instantly
394 cl_beams_lightatend 0 make a light at the end of the beam
395 cl_beams_polygons 1 use beam polygons instead of models
396 cl_beams_quakepositionhack 1 makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)
397 cl_bob 0.02 view bobbing amount
398 cl_bobcycle 0.6 view bobbing speed
399 cl_bob2 0 sideways view bobbing amount
400 cl_bob2cycle 0.6 sideways view bobbing speed
401 cl_bob2smooth 0.05 how fast the view goes back when you stop touching the ground
402 cl_bobmodel 1 enables gun bobbing
403 cl_bobmodel_side 0.05 gun bobbing sideways sway amount
404 cl_bobmodel_speed 7 gun bobbing speed
405 cl_bobmodel_up 0.02 gun bobbing upward movement amount
406 cl_leanmodel 0 enables gun leaning
407 cl_leanmodel_side_speed 0.7 gun leaning sideways speed
408 cl_leanmodel_side_limit 35 gun leaning sideways limit
409 cl_leanmodel_side_highpass1 30 gun leaning sideways pre-highpass in 1/s
410 cl_leanmodel_side_highpass 5 gun leaning sideways highpass in 1/s
411 cl_leanmodel_side_lowpass 30 gun leaning sideways lowpass in 1/s
412 cl_leanmodel_up_speed 0.65 gun leaning upward speed
413 cl_leanmodel_up_limit 50 gun leaning upward limit
414 cl_leanmodel_up_highpass1 5 gun leaning upward pre-highpass in 1/s
415 cl_leanmodel_up_highpass 15 gun leaning upward highpass in 1/s
416 cl_leanmodel_up_lowpass 30 gun leaning upward lowpass in 1/s
417 cl_followmodel 0 enables gun following
418 cl_followmodel_side_speed 0.25 gun following sideways speed
419 cl_followmodel_side_limit 6 gun following sideways limit
420 cl_followmodel_side_highpass1 30 gun following sideways pre-highpass in 1/s
421 cl_followmodel_side_highpass 5 gun following sideways highpass in 1/s
422 cl_followmodel_side_lowpass 30 gun following sideways lowpass in 1/s
423 cl_followmodel_up_speed 0.5 gun following upward speed
424 cl_followmodel_up_limit 5 gun following upward limit
425 cl_followmodel_up_highpass1 60 gun following upward pre-highpass in 1/s
426 cl_followmodel_up_highpass 3 gun following upward highpass in 1/s
427 cl_followmodel_up_lowpass 30 gun following upward lowpass in 1/s
428 cl_bobup 0.5 view bobbing adjustment that makes the up or down swing of the bob last longer
429 cl_bob2up 0.5 view bobbing adjustment that makes the side swing of the bob last longer
430 cl_capturevideo 0 enables saving of video to a .avi file using uncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboost affects the brightness of the output)
431 cl_capturevideo_fps 30 how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful)
432 cl_capturevideo_number 1 number to append to video filename, incremented each time a capture begins
433 cl_capturevideo_realtime 0 causes video saving to operate in realtime (mostly useful while playing, not while capturing demos), this can produce a much lower quality video due to poor sound/video sync and will abort saving if your machine stalls for over 1 second
434 cl_curl_enabled 0 whether client's download support is enabled
435 cl_curl_maxdownloads 1 maximum number of concurrent HTTP/FTP downloads
436 cl_curl_maxspeed 100 maximum download speed (KiB/s)
437 cl_deathnoviewmodel 1 hides gun model when dead
438 cl_deathscoreboard 1 shows scoreboard (+showscores) while dead
439 cl_decals 0 enables decals (bullet holes, blood, etc)
440 cl_decals_fadetime 20 how long decals take to fade away
441 cl_decals_time 0 how long before decals start to fade away
442 cl_dlights_decaybrightness 1 reduces brightness of light flashes over time
443 cl_dlights_decayradius 1 reduces size of light flashes over time
444 cl_explosions_alpha_end 0 end alpha of an explosion shell (just before it disappears)
445 cl_explosions_alpha_start 1.5 starting alpha of an explosion shell
446 cl_explosions_lifetime 0.5 how long an explosion shell lasts
447 cl_explosions_size_end 128 ending alpha of an explosion shell (just before it disappears)
448 cl_explosions_size_start 16 starting size of an explosion shell
449 cl_forwardspeed 400 forward movement speed
450 cl_gravity 800 how much gravity to apply in client physics (should match sv_gravity)
451 cl_itembobheight 0 how much items bob up and down (try 8)
452 cl_itembobspeed 0.5 how frequently items bob up and down
453 cl_joinbeforedownloadsfinish 1 if non-zero the game will begin after the map is loaded before other downloads finish
454 cl_maxfps 1000 maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)
455 cl_movement 0 enables clientside prediction of your player movement
456 cl_movement_accelerate 10 how fast you accelerate (should match sv_accelerate)
457 cl_movement_airaccel_qw 1 ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)
458 cl_movement_airaccel_sideways_friction 0 anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)
459 cl_movement_airaccelerate -1 how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead
460 cl_movement_edgefriction 2 how much to slow down when you may be about to fall off a ledge (should match edgefriction)
461 cl_movement_friction 4 how fast you slow down (should match sv_friction)
462 cl_movement_jumpvelocity 270 how fast you move upward when you begin a jump (should match the quakec code)
463 cl_movement_maxairspeed 30 how fast you can move while in the air (should match sv_maxairspeed)
464 cl_movement_maxspeed 320 how fast you can move (should match sv_maxspeed)
465 cl_movement_stepheight 18 how tall a step you can step in one instant (should match sv_stepheight)
466 cl_movement_stopspeed 100 speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)
467 cl_movement_wateraccelerate -1 how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead
468 cl_movement_waterfriction -1 how fast you slow down (should match sv_friction), if less than 0 the cl_movement_friction variable is used instead
469 cl_movespeedkey 2.0 how much +speed multiplies keyboard movement speed
470 cl_netinputpacketlosstolerance 4 how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server)
471 cl_netinputpacketspersecond 50 how many input packets to send to server each second
472 cl_netlocalping 0 lags local loopback connection by this much ping time (useful to play more fairly on your own server with people with higher pings)
473 cl_netpacketloss 0 drops this percentage of packets (incoming and outgoing), useful for testing network protocol robustness (effects failing to start, sounds failing to play, etc)
474 cl_nettimesyncmode 2 selects method of time synchronization in client with regard to server packets, values are: 0 = no sync, 1 = exact sync (reset timing each packet), 2 = loose sync (reset timing only if it is out of bounds), 3 = tight sync and bounding
475 cl_nodelta 0 disables delta compression of non-player entities in QW network protocol
476 cl_nolerp 0 network update smoothing
477 cl_noplayershadow 0 hide player shadow
478 cl_particles 1 enables particle effects
479 cl_particles_blood 1 enables blood effects
480 cl_particles_blood_alpha 0.5 opacity of blood
481 cl_particles_blood_bloodhack 1 make certain quake particle() calls create blood effects instead
482 cl_particles_bubbles 1 enables bubbles (used by multiple effects)
483 cl_particles_bulletimpacts 1 enables bulletimpact effects
484 cl_particles_explosions_shell 0 enables polygonal shell from explosions
485 cl_particles_explosions_smokes 0 enables smoke from explosions
486 cl_particles_explosions_sparks 1 enables sparks from explosions
487 cl_particles_quake 0 makes particle effects look mostly like the ones in Quake
488 cl_particles_quality 1 multiplies number of particles and reduces their alpha
489 cl_particles_size 1 multiplies particle size
490 cl_particles_smoke 1 enables smoke (used by multiple effects)
491 cl_particles_smoke_alpha 0.5 smoke brightness
492 cl_particles_smoke_alphafade 0.55 brightness fade per second
493 cl_particles_sparks 1 enables sparks (used by multiple effects)
494 cl_pitchspeed 150 keyboard pitch turning speed
495 cl_port 0 forces client to use chosen port number if not 0
496 cl_prydoncursor 0 enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc
497 cl_rollangle 2.0 how much to tilt the view when strafing
498 cl_rollspeed 200 how much strafing is necessary to tilt the view
499 cl_serverextension_download 0 indicates whether the server supports the download command
500 cl_shownet 0 1 = print packet size, 2 = print packet message list
501 cl_sidespeed 350 strafe movement speed
502 cl_slowmo 1 speed of game time (should match slowmo)
503 cl_sound_hknighthit hknight/hit.wav sound to play during TE_KNIGHTSPIKE (empty cvar disables sound)
504 cl_sound_r_exp3 weapons/r_exp3.wav sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)
505 cl_sound_ric1 weapons/ric1.wav sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
506 cl_sound_ric2 weapons/ric2.wav sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
507 cl_sound_ric3 weapons/ric3.wav sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
508 cl_sound_tink1 weapons/tink1.wav sound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
509 cl_sound_wizardhit wizard/hit.wav sound to play during TE_WIZSPIKE (empty cvar disables sound)
510 cl_stainmaps 1 stains lightmaps, much faster than decals but blurred
511 cl_stainmaps_clearonload 1 clear stainmaps on map restart
512 cl_stairsmoothspeed 160 how fast your view moves upward/downward when running up/down stairs
513 cl_upspeed 400 vertical movement speed (while swimming or flying)
514 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
515 cl_yawspeed 140 keyboard yaw turning speed
516 cmdline 0 contains commandline the engine was launched with
517 collision_endnudge 0 how much to bias collision trace end
518 collision_enternudge 0 how much to bias collision entry fraction
519 collision_impactnudge 0.03125 how much to back off from the impact
520 collision_leavenudge 0 how much to bias collision exit fraction
521 collision_prefernudgedfraction 1 whether to sort collision events by nudged fraction (1) or real fraction (0)
522 collision_startnudge 0 how much to bias collision trace start
523 con_closeontoggleconsole 1 allows toggleconsole binds to close the console as well
524 con_chat 0 how many chat lines to show in a dedicated chat area
525 con_chatpos 0 where to put chat (negative: lines from bottom of screen, positive: lines below notify, 0: at top)
526 con_chatsize 8 chat text size in virtual 2D pixels
527 con_chattime 30 how long chat lines last, in seconds
528 con_chatwidth 1.0 relative chat window width
529 con_notify 4 how many notify lines to show (0-32)
530 con_notifyalign 3 how to align notify lines: 0 = left, 0.5 = center, 1 = right, empty string = game default)
531 con_notifysize 8 notify text size in virtual 2D pixels
532 con_notifytime 3 how long notify lines last, in seconds
533 con_textsize 8 console text size in virtual 2D pixels
534 coop 0 coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)
535 crosshair 0 selects crosshair to use (0 is none)
536 crosshair_color_alpha 1 how opaque the crosshair should be
537 crosshair_color_blue 0 customizable crosshair color
538 crosshair_color_green 0 customizable crosshair color
539 crosshair_color_red 1 customizable crosshair color
540 crosshair_size 1 adjusts size of the crosshair on the screen
541 csqc_progcrc -1 CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1
542 csqc_progname csprogs.dat name of csprogs.dat file to load
543 csqc_progsize -1 file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1
544 cutscene 1 enables cutscenes in nehahra, can be used by other mods
545 deathmatch 0 deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons)
546 demo_nehahra 0 reads all quake demos as nehahra movie protocol
547 developer 0 prints additional debugging messages and information (recommended for modders and level designers)
548 developer_entityparsing 0 prints detailed network entities information each time a packet is received
549 developer_memory 0 prints debugging information about memory allocations
550 developer_memorydebug 0 enables memory corruption checks (very slow)
551 developer_networkentities 0 prints received entities, value is 0-4 (higher for more info)
552 developer_networking 0 prints all received and sent packets (recommended only for debugging)
553 developer_texturelogging 0 produces a textures.log file containing names of skins and map textures the engine tried to load
554 edgefriction 2 how much you slow down when nearing a ledge you might fall off
555 forceqmenu 0 enables the quake menu instead of the quakec menu.dat (if present)
556 fov 90 field of vision, 1-170 degrees, default 90, some players use 110-130
557 fraglimit 0 ends level if this many frags is reached by any player
558 freelook 1 mouse controls pitch instead of forward/back
559 gamecfg 0 unused cvar in quake, can be used by mods
560 gameversion 0 version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible
561 gl_combine 1 faster rendering by using GL_ARB_texture_env_combine extension (part of OpenGL 1.3 and above)
562 gl_dither 1 enables OpenGL dithering (16bit looks bad with this off)
563 gl_ext_separatetencil 1 make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension
564 gl_ext_stenciltwoside 1 make use of GL_EXT_stenciltwoside extension (NVIDIA only)
565 gl_finish 0 make the cpu wait for the graphics processor at the end of each rendered frame (can help with strange input or video lag problems on some machines)
566 gl_flashblend 0 render bright coronas for dynamic lights instead of actual lighting, fast but ugly
567 gl_fogblue 0.3 nehahra fog color blue value (for Nehahra compatibility only)
568 gl_fogdensity 0.25 nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)
569 gl_fogenable 0 nehahra fog enable (for Nehahra compatibility only)
570 gl_fogend 0 nehahra fog end distance (for Nehahra compatibility only)
571 gl_foggreen 0.3 nehahra fog color green value (for Nehahra compatibility only)
572 gl_fogred 0.3 nehahra fog color red value (for Nehahra compatibility only)
573 gl_fogstart 0 nehahra fog start distance (for Nehahra compatibility only)
574 gl_lightmaps 0 draws only lightmaps, no texture (for level designers)
575 gl_lockarrays 0 enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal
576 gl_lockarrays_minimumvertices 1 minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance
577 gl_max_size 2048 maximum allowed texture size, can be used to reduce video memory usage, note: this is automatically reduced to match video card capabilities (such as 256 on 3Dfx cards before Voodoo4/5)
578 gl_mesh_drawrangeelements 1 use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)
579 gl_mesh_testarrayelement 0 use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)
580 gl_mesh_testmanualfeeding 0 use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)
581 gl_paranoid 0 enables OpenGL error checking and other tests
582 gl_picmip 0 reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75%
583 gl_polyblend 1 tints view while underwater, hurt, etc
584 gl_printcheckerror 0 prints all OpenGL error checks, useful to identify location of driver crashes
585 gl_texture_anisotropy 1 anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values
586 halflifebsp 0 indicates the current map is hlbsp format (useful to know because of different bounding box sizes)
587 host_framerate 0 locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed
588 host_speeds 0 reports how much time is used in server/graphics/sound
589 hostname UNNAMED server message to show in server browser
590 in_pitch_max 90 how far upward you can aim (quake used 80
591 in_pitch_min -90 how far downward you can aim (quake used -70
592 joy_axisforward 1 which joystick axis to query for forward/backward movement
593 joy_axispitch 3 which joystick axis to query for looking up/down
594 joy_axisroll -1 which joystick axis to query for tilting head right/left
595 joy_axisside 0 which joystick axis to query for right/left movement
596 joy_axisup -1 which joystick axis to query for up/down movement
597 joy_axisyaw 2 which joystick axis to query for looking right/left
598 joy_deadzoneforward 0 deadzone tolerance, suggested values are in the range 0 to 0.01
599 joy_deadzonepitch 0 deadzone tolerance, suggested values are in the range 0 to 0.01
600 joy_deadzoneroll 0 deadzone tolerance, suggested values are in the range 0 to 0.01
601 joy_deadzoneside 0 deadzone tolerance, suggested values are in the range 0 to 0.01
602 joy_deadzoneup 0 deadzone tolerance, suggested values are in the range 0 to 0.01
603 joy_deadzoneyaw 0 deadzone tolerance, suggested values are in the range 0 to 0.01
604 joy_detected 0 number of joysticks detected by engine
605 joy_enable 1 enables joystick support
606 joy_index 0 selects which joystick to use if you have multiple
607 joy_sensitivityforward -1 movement multiplier
608 joy_sensitivitypitch 1 movement multiplier
609 joy_sensitivityroll 1 movement multiplier
610 joy_sensitivityside 1 movement multiplier
611 joy_sensitivityup 1 movement multiplier
612 joy_sensitivityyaw -1 movement multiplier
613 joyadvanced 0 use more than 2 axis joysticks (configuring this is very technical)
614 joyadvaxisr 0 axis mapping for joyadvanced 1 mode
615 joyadvaxisu 0 axis mapping for joyadvanced 1 mode
616 joyadvaxisv 0 axis mapping for joyadvanced 1 mode
617 joyadvaxisx 0 axis mapping for joyadvanced 1 mode
618 joyadvaxisy 0 axis mapping for joyadvanced 1 mode
619 joyadvaxisz 0 axis mapping for joyadvanced 1 mode
620 joyforwardsensitivity -1.0 how fast the joystick moves forward
621 joyforwardthreshold 0.15 minimum joystick movement necessary to move forward
622 joyname joystick name of joystick to use (informational only, used only by joyadvanced 1 mode)
623 joypitchsensitivity 1.0 how fast the joystick looks up/down
624 joypitchthreshold 0.15 minimum joystick movement necessary to look up/down
625 joysidesensitivity -1.0 how fast the joystick moves sideways (strafing)
626 joysidethreshold 0.15 minimum joystick movement necessary to move sideways (strafing)
627 joystick 0 enables joysticks
628 joywwhack1 0.0 special hack for wingman warrior
629 joywwhack2 0.0 special hack for wingman warrior
630 joyyawsensitivity -1.0 how fast the joystick turns left/right
631 joyyawthreshold 0.15 minimum joystick movement necessary to turn left/right
632 locs_enable 1 enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)
633 locs_show 0 shows defined locations for editing purposes
634 log_file filename to log messages to
635 lookspring 0 returns pitch to level with the floor when no longer holding a pitch key
636 lookstrafe 0 move instead of turning
637 m_filter 0 smoothes mouse movement, less responsive but smoother aiming
638 m_forward 1 mouse forward speed multiplier
639 m_pitch 0.022 mouse pitch speed multiplier
640 m_side 0.8 mouse side speed multiplier
641 m_yaw 0.022 mouse yaw speed multiplier
642 mcbsp 0 indicates the current map is mcbsp format (useful to know because of different bounding box sizes)
643 menu_options_colorcontrol_correctionvalue 0.5 intensity value that matches up to white/black dither pattern, should be 0.5 for linear color
644 mod_q3bsp_curves_collisions 1 enables collisions with curves (SLOW)
645 mod_q3bsp_debugtracebrush 0 selects different tracebrush bsp recursion algorithms (for debugging purposes only)
646 mod_q3bsp_lightmapmergepower 4 merges the quake3 128x128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ...
647 mod_q3bsp_optimizedtraceline 1 whether to use optimized traceline code for line traces (as opposed to tracebox code)
648 nehx00 0 nehahra data storage cvar (used in singleplayer)
649 nehx01 0 nehahra data storage cvar (used in singleplayer)
650 nehx02 0 nehahra data storage cvar (used in singleplayer)
651 nehx03 0 nehahra data storage cvar (used in singleplayer)
652 nehx04 0 nehahra data storage cvar (used in singleplayer)
653 nehx05 0 nehahra data storage cvar (used in singleplayer)
654 nehx06 0 nehahra data storage cvar (used in singleplayer)
655 nehx07 0 nehahra data storage cvar (used in singleplayer)
656 nehx08 0 nehahra data storage cvar (used in singleplayer)
657 nehx09 0 nehahra data storage cvar (used in singleplayer)
658 nehx10 0 nehahra data storage cvar (used in singleplayer)
659 nehx11 0 nehahra data storage cvar (used in singleplayer)
660 nehx12 0 nehahra data storage cvar (used in singleplayer)
661 nehx13 0 nehahra data storage cvar (used in singleplayer)
662 nehx14 0 nehahra data storage cvar (used in singleplayer)
663 nehx15 0 nehahra data storage cvar (used in singleplayer)
664 nehx16 0 nehahra data storage cvar (used in singleplayer)
665 nehx17 0 nehahra data storage cvar (used in singleplayer)
666 nehx18 0 nehahra data storage cvar (used in singleplayer)
667 nehx19 0 nehahra data storage cvar (used in singleplayer)
668 net_address 0.0.0.0 network address to open ports on
669 net_address_ipv6 [0:0:0:0:0:0:0:0] network address to open ipv6 ports on
670 net_connectfloodblockingtimeout 5 when a connection packet is received, it will block all future connect packets from that IP address for this many seconds (cuts down on connect floods)
671 net_connecttimeout 10 after requesting a connection, the client must reply within this many seconds or be dropped (cuts down on connect floods)
672 net_messagetimeout 300 drops players who have not sent any packets for this many seconds
673 net_slist_maxtries 3 how many times to ask the same server for information (more times gives better ping reports but takes longer)
674 net_slist_queriesperframe 4 maximum number of server information requests to send each rendered frame (guards against low framerates causing problems)
675 net_slist_queriespersecond 20 how many server information requests to send per second
676 net_slist_timeout 4 how long to listen for a server information response before giving up
677 noaim 1 QW option to disable vertical autoaim
678 noexit 0 kills anyone attempting to use an exit
679 nomonsters 0 unused cvar in quake, can be used by mods
680 nosound 0 disables sound
681 pausable 1 allow players to pause or not
682 port 26000 server port for players to connect to
683 pr_checkextension 1 indicates to QuakeC that the standard quakec extensions system is available (if 0, quakec should not attempt to use extensions)
684 prvm_boundscheck 1 enables detection of out of bounds memory access in the QuakeC code being run (in other words, prevents really exceedingly bad QuakeC code from doing nasty things to your computer)
685 prvm_statementprofiling 0 counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled)
686 prvm_traceqc 0 prints every QuakeC statement as it is executed (only for really thorough debugging!)
687 qport 0 identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)
688 r_ambient 0 brightens map, value is 0-128
689 r_batchmode 1 selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)
690 r_bloom 0 enables bloom effect (makes bright pixels affect neighboring pixels)
691 r_bloom_blur 4 how large the glow is
692 r_bloom_brighten 2 how bright the glow is, after subtract/power
693 r_bloom_colorexponent 1 how exagerated the glow is
694 r_bloom_colorscale 1 how bright the glow is
695 r_bloom_colorsubtract 0.125 reduces bloom colors by a certain amount
696 r_bloom_resolution 320 what resolution to perform the bloom effect at (independent of screen resolution)
697 r_coronas 1 brightness of corona flare effects around certain lights, 0 disables corona effects
698 r_cullentities_trace 1 probabistically cull invisible entities
699 r_cullentities_trace_delay 1 number of seconds until the entity gets actually culled
700 r_cullentities_trace_enlarge 0 box enlargement for entity culling
701 r_cullentities_trace_samples 2 number of samples to test for entity culling
702 r_draweffects 1 renders temporary sprite effects
703 r_drawentities 1 draw entities (doors, players, projectiles, etc)
704 r_drawexplosions 1 enables rendering of explosion shells (see also cl_particles_explosions_shell)
705 r_drawparticles 1 enables drawing of particles
706 r_drawportals 0 shows portals (separating polygons) in world interior in quake1 maps
707 r_drawviewmodel 1 draw your weapon model
708 r_dynamic 1 enables dynamic lights (rocket glow and such)
709 r_editlights 0 enables .rtlights file editing mode
710 r_editlights_cursordistance 1024 maximum distance of cursor from eye
711 r_editlights_cursorgrid 4 snaps cursor to this grid size
712 r_editlights_cursorpushback 0 how far to pull the cursor back toward the eye
713 r_editlights_cursorpushoff 4 how far to push the cursor off the impacted surface
714 r_editlights_quakelightsizescale 1 changes size of light entities loaded from a map
715 r_explosionclip 1 enables collision detection for explosion shell (so that it flattens against walls and floors)
716 r_fullbright 0 makes map very bright and renders faster
717 r_fullbrights 1 enables glowing pixels in quake textures (changes need r_restart to take effect)
718 r_glsl 1 enables use of OpenGL 2.0 pixel shaders for lighting
719 r_glsl_deluxemapping 1 use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)
720 r_glsl_offsetmapping 0 offset mapping effect (also known as parallax mapping or virtual displacement mapping)
721 r_glsl_offsetmapping_reliefmapping 0 relief mapping effect (higher quality)
722 r_glsl_offsetmapping_scale 0.04 how deep the offset mapping effect is
723 r_hdr 0 enables High Dynamic Range bloom effect (higher quality version of r_bloom)
724 r_hdr_glowintensity 1 how bright light emitting textures should appear
725 r_hdr_range 4 how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)
726 r_hdr_scenebrightness 1 global rendering brightness
727 r_lerpimages 1 bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0)
728 r_lerpmodels 1 enables animation smoothing on models
729 r_lerpsprites 1 enables animation smoothing on sprites
730 r_letterbox 0 reduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes)
731 r_lightmaprgba 1 whether to use RGBA (32bit) or RGB (24bit) lightmaps
732 r_lightningbeam_color_blue 1 color of the lightning beam effect
733 r_lightningbeam_color_green 1 color of the lightning beam effect
734 r_lightningbeam_color_red 1 color of the lightning beam effect
735 r_lightningbeam_qmbtexture 0 load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better
736 r_lightningbeam_repeatdistance 128 how far to stretch the texture along the lightning beam effect
737 r_lightningbeam_scroll 5 speed of texture scrolling on the lightning beam effect
738 r_lightningbeam_thickness 4 thickness of the lightning beam effect
739 r_lockpvs 0 disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)
740 r_lockvisibility 0 disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)
741 r_mipskins 0 mipmaps skins (so they become blurrier in the distance), disabled by default because it tends to blur with strange border colors from the skin
742 r_mipsprites 1 mipmaps skins (so they become blurrier in the distance), unlike skins the sprites do not have strange border colors
743 r_nearclip 1 distance from camera of nearclip plane
744 r_nosurftextures 0 pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)
745 r_novis 0 draws whole level, see also sv_cullentities_pvs 0
746 r_precachetextures 1 0 = never upload textures until used, 1 = upload most textures before use (exceptions: rarely used skin colormap layers), 2 = upload all textures before use (can increase texture memory usage significantly)
747 r_q3bsp_renderskydepth 0 draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things
748 r_qb1sp_skymasking 1 allows sky polygons in quake1 maps to obscure other geometry
749 r_render 1 enables rendering calls (you want this on!)
750 r_shadow_bumpscale_basetexture 0 generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect
751 r_shadow_bumpscale_bumpmap 4 what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect
752 r_shadow_culltriangles 1 performs more expensive tests to remove unnecessary triangles of lit surfaces
753 r_shadow_debuglight -1 renders only one light, for level design purposes or debugging
754 r_shadow_frontsidecasting 1 whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)
755 r_shadow_gloss 1 0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)
756 r_shadow_gloss2intensity 0.125 how bright the forced flat gloss should look if r_shadow_gloss is 2
757 r_shadow_glossexponent 32 how 'sharp' the gloss should appear (specular power)
758 r_shadow_glossintensity 1 how bright textured glossmaps should look if r_shadow_gloss is 1 or 2
759 r_shadow_lightattenuationpower 0.5 changes attenuation texture generation (does not affect r_glsl lighting)
760 r_shadow_lightattenuationscale 1 changes attenuation texture generation (does not affect r_glsl lighting)
761 r_shadow_lightintensityscale 1 renders all world lights brighter or darker
762 r_shadow_lightradiusscale 1 renders all world lights larger or smaller
763 r_shadow_portallight 1 use portal culling to exactly determine lit triangles when compiling world lights
764 r_shadow_projectdistance 1000000 how far to cast shadows
765 r_shadow_realtime_dlight 1 enables rendering of dynamic lights such as explosions and rocket light
766 r_shadow_realtime_dlight_portalculling 0 enables portal optimization on dynamic lights (slow!)
767 r_shadow_realtime_dlight_shadows 1 enables rendering of shadows from dynamic lights
768 r_shadow_realtime_dlight_svbspculling 0 enables svbsp optimization on dynamic lights (very slow!)
769 r_shadow_realtime_world 0 enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)
770 r_shadow_realtime_world_compile 1 enables compilation of world lights for higher performance rendering
771 r_shadow_realtime_world_compileportalculling 1 enables portal-based culling optimization during compilation
772 r_shadow_realtime_world_compileshadow 1 enables compilation of shadows from world lights for higher performance rendering
773 r_shadow_realtime_world_compilesvbsp 1 enables svbsp optimization during compilation
774 r_shadow_realtime_world_lightmaps 0 brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance
775 r_shadow_realtime_world_shadows 1 enables rendering of shadows from world lights
776 r_shadow_scissor 1 use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)
777 r_shadow_polygonfactor 0 how much to enlarge shadow volume polygons when rendering (should be 0!)
778 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)
779 r_shadow_texture3d 1 use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)
780 r_shadows 0 casts fake stencil shadows from models onto the world (rtlights are unaffected by this)
781 r_shadows_throwdistance 500 how far to cast shadows from models
782 r_showcollisionbrushes 0 draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)
783 r_showcollisionbrushes_polygonfactor -1 expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls
784 r_showcollisionbrushes_polygonoffset 0 nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls
785 r_showdisabledepthtest 0 disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing
786 r_showlighting 0 shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful
787 r_shownormals 0 shows per-vertex surface normals and tangent vectors for bumpmapped lighting
788 r_showshadowvolumes 0 shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful
789 r_showsurfaces 0 1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)
790 r_showtris 0 shows triangle outlines, value controls brightness (can be above 1)
791 r_skeletal_debugbone -1 development cvar for testing skeletal model code
792 r_skeletal_debugbonecomponent 3 development cvar for testing skeletal model code
793 r_skeletal_debugbonevalue 100 development cvar for testing skeletal model code
794 r_skeletal_debugtranslatex 1 development cvar for testing skeletal model code
795 r_skeletal_debugtranslatey 1 development cvar for testing skeletal model code
796 r_skeletal_debugtranslatez 1 development cvar for testing skeletal model code
797 r_sky 1 enables sky rendering (black otherwise)
798 r_skyscroll1 1 speed at which upper clouds layer scrolls in quake sky
799 r_skyscroll2 2 speed at which lower clouds layer scrolls in quake sky
800 r_smoothnormals_areaweighting 1 uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents
801 r_speeds 0 displays rendering statistics and per-subsystem timings
802 r_stereo_redblue 0 red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)
803 r_stereo_redcyan 0 red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D
804 r_stereo_redgreen 0 red/green anaglyph stereo glasses (for those who don't mind yellow)
805 r_stereo_separation 4 separation of eyes in the world (try negative values too)
806 r_stereo_sidebyside 0 side by side views (for those who can't afford glasses but can afford eye strain)
807 r_subdivide_size 128 how large water polygons should be (smaller values produce more polygons which give better warping effects)
808 r_subdivisions_collision_maxtess 1024 maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)
809 r_subdivisions_collision_maxvertices 4225 maximum vertices allowed per subdivided curve
810 r_subdivisions_collision_mintess 1 minimum number of subdivisions (values above 1 will smooth curves that don't need it)
811 r_subdivisions_collision_tolerance 15 maximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering)
812 r_subdivisions_maxtess 1024 maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)
813 r_subdivisions_maxvertices 65536 maximum vertices allowed per subdivided curve
814 r_subdivisions_mintess 1 minimum number of subdivisions (values above 1 will smooth curves that don't need it)
815 r_subdivisions_tolerance 4 maximum error tolerance on curve subdivision for rendering purposes (in other words, the curves will be given as many polygons as necessary to represent curves at this quality)
816 r_test 0 internal development use only, leave it alone (usually does nothing anyway)
817 r_textshadow 0 draws a shadow on all text to improve readability
818 r_textureunits 32 number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)
819 r_useportalculling 1 use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps
820 r_wateralpha 1 opacity of water polygons
821 r_waterscroll 1 makes water scroll around, value controls how much
822 r_waterwarp 1 warp view while underwater
823 rcon_address server address to send rcon commands to (when not connected to a server)
824 rcon_password password to authenticate rcon commands
825 registered 0 indicates if this is running registered quake (whether gfx/pop.lmp was found)
826 samelevel 0 repeats same level if level ends (due to timelimit or someone hitting an exit)
827 saved1 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
828 saved2 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
829 saved3 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
830 saved4 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
831 savedgamecfg 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
832 sbar_alpha_bg 0.4 opacity value of the statusbar background image
833 sbar_alpha_fg 1 opacity value of the statusbar weapon/item icons and numbers
834 scr_centertime 2 how long centerprint messages show
835 scr_conalpha 1 opacity of console background
836 scr_conbrightness 1 brightness of console background (0 = black, 1 = image)
837 scr_conforcewhiledisconnected 1 forces fullscreen console while disconnected
838 scr_menuforcewhiledisconnected 0 forces menu while disconnected
839 scr_printspeed 8 speed of intermission printing (episode end texts)
840 scr_refresh 1 allows you to completely shut off rendering for benchmarking purposes
841 scr_screenshot_gammaboost 1 gamma correction on saved screenshots and videos, 1.0 saves unmodified images
842 scr_screenshot_jpeg 1 save jpeg instead of targa
843 scr_screenshot_jpeg_quality 0.9 image quality of saved jpeg
844 scr_screenshot_name dp prefix name for saved screenshots (changes based on -game commandline, as well as which game mode is running)
845 scr_stipple 0 interlacing-like stippling of the display
846 scr_zoomwindow 0 displays a zoomed in overlay window
847 scr_zoomwindow_fov 20 fov of zoom window
848 scr_zoomwindow_viewsizex 20 horizontal viewsize of zoom window
849 scr_zoomwindow_viewsizey 20 vertical viewsize of zoom window
850 scratch1 0 unused cvar in quake, can be used by mods
851 scratch2 0 unused cvar in quake, can be used by mods
852 scratch3 0 unused cvar in quake, can be used by mods
853 scratch4 0 unused cvar in quake, can be used by mods
854 sensitivity 3 mouse speed multiplier
855 showbrand 0 shows gfx/brand.tga in a corner of the screen (different values select different positions, including centered)
856 showdate 0 shows current date (useful on screenshots)
857 showdate_format %Y-%m-%d format string for date
858 showfps 0 shows your rendered fps (frames per second)
859 showpause 1 show pause icon when game is paused
860 showram 1 show ram icon if low on surface cache memory (not used)
861 showspeed 0 shows your current speed (qu per second); number selects unit: 1 = qups, 2 = m/s, 3 = km/h, 4 = mph, 5 = knots
862 showtime 0 shows current time of day (useful on screenshots)
863 showtime_format %H:%M:%S format string for time of day
864 showturtle 0 show turtle icon when framerate is too low (not used)
865 skill 1 difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)
866 skin QW player skin name (example: base)
867 slowmo 1.0 controls game speed, 0.5 is half speed, 2 is double speed
868 snd_channellayout 0 channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)
869 snd_channels 2 number of channels for the sound ouput (2 for stereo; up to 8 supported for 3D sound)
870 snd_initialized 0 indicates the sound subsystem is active
871 snd_noextraupdate 0 disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates
872 snd_precache 1 loads sounds before they are used
873 snd_show 0 shows some statistics about sound mixing
874 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)
875 snd_speed 48000 sound output frequency, in hertz
876 snd_staticvolume 1 volume of ambient sound effects (such as swampy sounds at the start of e1m2)
877 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)
878 snd_swapstereo 0 swaps left/right speakers for old ISA soundblaster cards
879 snd_width 2 sound output precision, in bytes (1 and 2 supported)
880 sv_accelerate 10 rate at which a player accelerates to sv_maxspeed
881 sv_adminnick nick name to use for admin messages instead of host name
882 sv_aim 2 maximum cosine angle for quake's vertical autoaim, a value above 1 completely disables the autoaim, quake used 0.93
883 sv_airaccelerate -1 rate at which a player accelerates to sv_maxairspeed while in the air, if less than 0 the sv_accelerate variable is used instead
884 sv_allowdownloads 1 whether to allow clients to download files from the server (does not affect http downloads)
885 sv_allowdownloads_archive 0 whether to allow downloads of archives (pak/pk3)
886 sv_allowdownloads_config 0 whether to allow downloads of config files (cfg)
887 sv_allowdownloads_dlcache 0 whether to allow downloads of dlcache files (dlcache/)
888 sv_allowdownloads_inarchive 0 whether to allow downloads from archives (pak/pk3)
889 sv_areagrid_mingridsize 64 minimum areagrid cell size, smaller values work better for lots of small objects, higher values for large objects
890 sv_cheats 0 enables cheat commands in any game, and cheat impulses in dpmod
891 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
892 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)
893 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)
894 sv_clmovement_inputtimeout 0.2 when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld)
895 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!)
896 sv_cullentities_pvs 1 fast but loose culling of hidden entities
897 sv_cullentities_stats 0 displays stats on network entities culled by various methods for each client
898 sv_cullentities_trace 0 somewhat slow but very tight culling of hidden entities, minimizes network traffic and makes wallhack cheats useless
899 sv_cullentities_trace_delay 1 number of seconds until the entity gets actually culled
900 sv_cullentities_trace_enlarge 0 box enlargement for entity culling
901 sv_cullentities_trace_prediction 1 also trace from the predicted player position
902 sv_cullentities_trace_samples 1 number of samples to test for entity culling
903 sv_cullentities_trace_samples_extra 2 number of samples to test for entity culling when the entity affects its surroundings by e.g. dlight
904 sv_curl_defaulturl default autodownload source URL
905 sv_curl_serverpackages list of required files for the clients, separated by spaces
906 sv_debugmove 0 disables collision detection optimizations for debugging purposes
907 sv_echobprint 1 prints gamecode bprint() calls to server console
908 sv_entpatch 1 enables loading of .ent files to override entities in the bsp (for example Threewave CTF server pack contains .ent patch files enabling play of CTF on id1 maps)
909 sv_fixedframeratesingleplayer 0 allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)
910 sv_freezenonclients 0 freezes time, except for players, allowing you to walk around and take screenshots of explosions
911 sv_friction 4 how fast you slow down
912 sv_gameplayfix_blowupfallenzombies 1 causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them
913 sv_gameplayfix_droptofloorstartsolid 1 prevents items and monsters that start in a solid area from falling out of the level (makes droptofloor treat trace_startsolid as an acceptable outcome)
914 sv_gameplayfix_findradiusdistancetobox 1 causes findradius to check the distance to the corner of a box rather than the center of the box, makes findradius detect bmodels such as very large doors that would otherwise be unaffected by splash damage
915 sv_gameplayfix_grenadebouncedownslopes 1 prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface
916 sv_gameplayfix_noairborncorpse 1 causes entities (corpses) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them
917 sv_gameplayfix_qwplayerphysics 1 changes water jumping to make it easier to get out of water, and prevents friction on landing when bunnyhopping
918 sv_gameplayfix_setmodelrealbox 1 fixes a bug in Quake that made setmodel always set the entity box to ('-16 -16 -16', '16 16 16') rather than properly checking the model box, breaks some poorly coded mods
919 sv_gameplayfix_stepdown 0 attempts to step down stairs, not just up them (prevents the familiar thud..thud..thud.. when running down stairs and slopes)
920 sv_gameplayfix_stepwhilejumping 1 applies step-up onto a ledge even while airborn, useful if you would otherwise just-miss the floor when running across small areas with gaps (for instance running across the moving platforms in dm2, or jumping to the megahealth and red armor in dm2 rather than using the bridge)
921 sv_gameplayfix_swiminbmodels 1 causes pointcontents (used to determine if you are in a liquid) to check bmodel entities as well as the world model, so you can swim around in (possibly moving) water bmodel entities
922 sv_gameplayfix_upwardvelocityclearsongroundflag 1 prevents monsters, items, and most other objects from being stuck to the floor when pushed around by damage, and other situations in mods
923 sv_gravity 800 how fast you fall (512 = roughly earth gravity)
924 sv_heartbeatperiod 120 how often to send heartbeat in seconds (only used if sv_public is 1)
925 sv_idealpitchscale 0.8 how much to look up/down slopes and stairs when not using freelook
926 sv_jumpstep 0 whether you can step up while jumping (sv_gameplayfix_stepwhilejumping must also be 1)
927 sv_master1 user-chosen master server 1
928 sv_master2 user-chosen master server 2
929 sv_master3 user-chosen master server 3
930 sv_master4 user-chosen master server 4
931 sv_maxairspeed 30 maximum speed a player can accelerate to when airborn (note that it is possible to completely stop by moving the opposite direction)
932 sv_maxrate 10000 upper limit on client rate cvar, should reflect your network connection quality
933 sv_maxspeed 320 maximum speed a player can accelerate to when on ground (can be exceeded by tricks)
934 sv_maxvelocity 2000 universal speed limit on all entities
935 sv_newflymove 0 enables simpler/buggier player physics (not recommended)
936 sv_nostep 0 prevents MOVETYPE_STEP entities (monsters) from moving
937 sv_playerphysicsqc 1 enables QuakeC function to override player physics
938 sv_progs progs.dat selects which quakec progs.dat file to run
939 sv_protocolname DP7 selects network protocol to host for (values include QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up)
940 sv_public 0 1: advertises this server on the master server (so that players can find it in the server browser); 0: allow direct queries only; -1: do not respond to direct queries; -2: do not allow anyone to connect
941 sv_qwmaster1 user-chosen qwmaster server 1
942 sv_qwmaster2 user-chosen qwmaster server 2
943 sv_qwmaster3 user-chosen qwmaster server 3
944 sv_qwmaster4 user-chosen qwmaster server 4
945 sv_random_seed random seed; when set, on every map start this random seed is used to initialize the random number generator. Don't touch it unless for benchmarking or debugging
946 sv_ratelimitlocalplayer 0 whether to apply rate limiting to the local player in a listen server (only useful for testing)
947 sv_sound_land demon/dland2.wav sound to play when MOVETYPE_STEP entity hits the ground at high speed (empty cvar disables the sound)
948 sv_sound_watersplash misc/h2ohit1.wav sound to play when MOVETYPE_FLY/TOSS/BOUNCE/STEP entity enters or leaves water (empty cvar disables the sound)
949 sv_stepheight 18 how high you can step up (TW_SV_STEPCONTROL extension)
950 sv_stopspeed 100 how fast you come to a complete stop
951 sv_wallfriction 1 how much you slow down when sliding along a wall
952 sv_wateraccelerate -1 rate at which a player accelerates to sv_maxspeed while in the air, if less than 0 the sv_accelerate variable is used instead
953 sv_waterfriction -1 how fast you slow down, if less than 0 the sv_friction variable is used instead
954 sys_colortranslation 0 terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation)
955 sys_colortranslation 1 terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation)
956 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)
957 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)
958 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)
959 team none QW team (4 character limit, example: blue)
960 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
961 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)
962 timeformat [%Y-%m-%d %H:%M:%S] time format to use on timestamped console messages
963 timelimit 0 ends level at this time (in minutes)
964 timestamps 0 prints timestamps on console messages
965 v_brightness 0 brightness of black, useful for monitors that are too dark
966 v_centermove 0.15 how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)
967 v_centerspeed 500 how fast the view centers itself
968 v_color_black_b 0 desired color of black
969 v_color_black_g 0 desired color of black
970 v_color_black_r 0 desired color of black
971 v_color_enable 0 enables black-grey-white color correction curve controls
972 v_color_grey_b 0.5 desired color of grey
973 v_color_grey_g 0.5 desired color of grey
974 v_color_grey_r 0.5 desired color of grey
975 v_color_white_b 1 desired color of white
976 v_color_white_g 1 desired color of white
977 v_color_white_r 1 desired color of white
978 v_contrast 1 brightness of white (values above 1 give a brighter image with increased color saturation, unlike v_gamma)
979 v_deathtilt 1 whether to use sideways view when dead
980 v_deathtiltangle 80 what roll angle to use when tilting the view while dead
981 v_gamma 1 inverse gamma correction value, a brightness effect that does not affect white or black, and tends to make the image grey and dull
982 v_hwgamma 1 enables use of hardware gamma correction ramps if available (note: does not work very well on Windows2000 and above), values are 0 = off, 1 = attempt to use hardware gamma, 2 = use hardware gamma whether it works or not
983 v_idlescale 0 how much of the quake 'drunken view' effect to use
984 v_ipitch_cycle 1 v_idlescale pitch speed
985 v_ipitch_level 0.3 v_idlescale pitch amount
986 v_iroll_cycle 0.5 v_idlescale roll speed
987 v_iroll_level 0.1 v_idlescale roll amount
988 v_iyaw_cycle 2 v_idlescale yaw speed
989 v_iyaw_level 0.3 v_idlescale yaw amount
990 v_kickpitch 0.6 how much a view kick from damage pitches your view
991 v_kickroll 0.6 how much a view kick from damage rolls your view
992 v_kicktime 0.5 how long a view kick from damage lasts
993 v_psycho 0 easter egg (does not work on Windows2000 or above)
994 vid_bitsperpixel 32 how many bits per pixel to render at (32 or 16, 32 is recommended)
995 vid_conheight 480 virtual height of 2D graphics system
996 vid_conwidth 640 virtual width of 2D graphics system
997 vid_dgamouse 1 make use of DGA mouse input
998 vid_fullscreen 1 use fullscreen (1) or windowed (0)
999 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)
1000 vid_hardwaregammasupported 1 indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps)
1001 vid_height 480 resolution
1002 vid_minheight 0 minimum vid_height that is acceptable (to be set in default.cfg in mods)
1003 vid_minwidth 0 minimum vid_width that is acceptable (to be set in default.cfg in mods)
1004 vid_mouse 1 whether to use the mouse in windowed mode (fullscreen always does)
1005 vid_pixelheight 1 adjusts vertical field of vision to account for non-square pixels (1280x1024 on a CRT monitor for example)
1006 vid_refreshrate 60 refresh rate to use, in hz (higher values flicker less, if supported by your monitor)
1007 vid_stereobuffer 0 enables 'quad-buffered' stereo rendering for stereo shutterglasses, HMD (head mounted display) devices, or polarized stereo LCDs, if supported by your drivers
1008 vid_vsync 0 sync to vertical blank, prevents 'tearing' (seeing part of one frame and part of another on the screen at the same time), automatically disabled when doing timedemo benchmarks
1009 vid_width 640 resolution
1010 viewsize 100 how large the view should be, 110 disables inventory bar, 120 disables status bar
1011 volume 0.7 volume of sound effects
1015 Full console command list as of 2007-03-11:
1016 +attack begin firing
1018 +button3 activate button3 (behavior depends on mod)
1019 +button4 activate button4 (behavior depends on mod)
1020 +button5 activate button5 (behavior depends on mod)
1021 +button6 activate button6 (behavior depends on mod)
1022 +button7 activate button7 (behavior depends on mod)
1023 +button8 activate button8 (behavior depends on mod)
1024 +button9 activate button9 (behavior depends on mod)
1025 +button10 activate button10 (behavior depends on mod)
1026 +button11 activate button11 (behavior depends on mod)
1027 +button12 activate button12 (behavior depends on mod)
1028 +button13 activate button13 (behavior depends on mod)
1029 +button14 activate button14 (behavior depends on mod)
1030 +button15 activate button15 (behavior depends on mod)
1031 +button16 activate button16 (behavior depends on mod)
1032 +forward move forward
1034 +klook activate keyboard looking mode, do not recenter view
1036 +lookdown look downward
1038 +mlook activate mouse looking mode, do not recenter view
1039 +movedown swim downward
1040 +moveleft strafe left
1041 +moveright strafe right
1044 +showscores show scoreboard
1045 +speed activate run mode (faster movement and turning)
1046 +strafe activate strafing mode (move instead of turn)
1047 +use use something (may be used by some mods)
1049 -back stop moving backward
1050 -button3 deactivate button3
1051 -button4 deactivate button4
1052 -button5 deactivate button5
1053 -button6 deactivate button6
1054 -button7 deactivate button7
1055 -button8 deactivate button8
1056 -button9 deactivate button9
1057 -button10 deactivate button10
1058 -button11 deactivate button11
1059 -button12 deactivate button12
1060 -button13 deactivate button13
1061 -button14 deactivate button14
1062 -button15 deactivate button15
1063 -button16 deactivate button16
1064 -forward stop moving forward
1065 -jump end jump (so you can jump again)
1066 -klook deactivate keyboard looking mode
1067 -left stop turning left
1068 -lookdown stop looking downward
1069 -lookup stop looking upward
1070 -mlook deactivate mouse looking mode
1071 -movedown stop swimming downward
1072 -moveleft stop strafing left
1073 -moveright stop strafing right
1074 -moveup stop swimming upward
1075 -right stop turning right
1076 -showscores hide scoreboard
1077 -speed deactivate run mode
1078 -strafe deactivate strafing mode
1079 -use stop using something
1080 alias create a script function (parameters are passed in as $1 through $9, and $* for all parameters)
1081 begin signon 3 (client asks server to start sending entities, and will go to signon 4 (playing) when the first entity update is received)
1082 bestweapon send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)
1083 bf briefly flashes a bright color tint on view (used when items are picked up)
1084 bind binds a command to the specified key in bindmap 0
1085 bottomcolor QW command to set bottom color without changing top color
1086 cd execute a CD drive command (cd on/off/reset/remap/close/play/loop/stop/pause/resume/eject/info) - use cd by itself for usage
1087 cddrive select an SDL-detected CD drive by number
1088 centerview gradually recenter view (stop looking up/down)
1089 changelevel change to another level, bringing along all connected clients
1090 changing sent by qw servers to tell client to wait for level change
1091 cycleweapon send an impulse number to server to select the next usable weapon out of several, or the first if you are not holding any (example: 8 7 3)
1092 cl_areastats prints statistics on entity culling during collision traces
1093 cl_begindownloads used internally by darkplaces client while connecting (causes loading of models and sounds or triggers downloads for missing ones)
1094 cl_downloadbegin (networking) informs client of download file information, client replies with sv_startsoundload to begin the transfer
1095 cl_downloadfinished signals that a download has finished and provides the client with file size and crc to check its integrity
1096 cl_particles_reloadeffects reloads effectinfo.txt
1097 clear clear console history
1098 cmd send a console commandline to the server (used by some mods)
1099 cmdlist lists all console commands beginning with the specified prefix
1100 color change your player shirt and pants colors
1101 condump output console history to a file (see also log_file)
1102 connect connect to a server by IP address or hostname
1103 curl download data from an URL and add to search path
1104 cvar_lockdefaults stores the current values of all cvars into their default values, only used once during startup after parsing default.cfg
1105 cvar_resettodefaults_all sets all cvars to their locked default values
1106 cvar_resettodefaults_nosaveonly sets all non-saved cvars to their locked default values (variables that will not be saved to config.cfg)
1107 cvar_resettodefaults_saveonly sets all saved cvars to their locked default values (variables that will be saved to config.cfg)
1108 cvarlist lists all console variables beginning with the specified prefix
1109 demos restart looping demos defined by the last startdemos command
1110 dir list files in searchpath matching an * filename pattern, one per line
1111 disconnect disconnect from server (or disconnect all clients if running a server)
1112 download downloads a specified file from the server
1113 echo print a message to the console (useful in scripts)
1114 entities print information on network entities known to client
1115 envmap render a cubemap (skybox) of the current scene
1116 exec execute a script file
1117 fly fly mode (flight)
1118 fog set global fog parameters (density red green blue mindist maxdist)
1119 force_centerview recenters view (stops looking up/down)
1120 fs_rescan rescans filesystem for new pack archives and any other changes
1121 fullinfo allows client to modify their userinfo
1122 fullserverinfo internal use only, sent by server to client to update client's local copy of serverinfo string
1123 gamedir changes active gamedir list (can take multiple arguments), not including base directory (example usage: gamedir ctf)
1124 give alter inventory
1125 gl_texturemode set texture filtering mode (GL_NEAREST, GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, etc)
1126 god god mode (invulnerability)
1127 heartbeat send a heartbeat to the master server (updates your server information)
1128 help open the help menu
1129 impulse send an impulse number to server (select weapon, use item, etc)
1130 in_bind binds a command to the specified key in the selected bindmap
1131 in_bindmap selects active foreground and background (used only if a key is not bound in the foreground) bindmaps for typing
1132 in_unbind removes command on the specified key in the selected bindmap
1133 joyadvancedupdate applies current joyadv* cvar settings to the joystick driver
1134 kick kick a player off the server by number or name
1136 load load a saved game file
1137 loadconfig reset everything and reload configs
1138 loadsky load a skybox by basename (for example loadsky mtnsun_ loads mtnsun_ft.tga and so on)
1139 locs_add add a point or box location (usage: x y z[ x y z] \
1140 locs_clear remove all loc points/boxes
1141 locs_reload reload .loc file for this map
1142 locs_removenearest remove the nearest point or box (note: you need to be very near a box to remove it)
1143 locs_save save .loc file for this map containing currently defined points and boxes
1144 ls list files in searchpath matching an * filename pattern, multiple per line
1145 map kick everyone off the server and start a new level
1146 maps list information about available maps
1147 maxplayers sets limit on how many players (or bots) may be connected to the server at once
1148 memlist prints memory pool information (or if used as memlist 5 lists individual allocations of 5K or larger, 0 lists all allocations)
1149 memstats prints memory system statistics
1150 menu_credits open the credits menu
1151 menu_fallback switch to engine menu (unload menu.dat)
1152 menu_keys open the key binding menu
1153 menu_load open the loadgame menu
1154 menu_main open the main menu
1155 menu_multiplayer open the multiplayer menu
1156 menu_options open the options menu
1157 menu_options_colorcontrol open the color control menu
1158 menu_options_effects open the effects options menu
1159 menu_options_graphics open the graphics options menu
1160 menu_quit open the quit menu
1161 menu_reset open the reset to defaults menu
1162 menu_restart restart menu system (reloads menu.dat
1163 menu_save open the savegame menu
1164 menu_setup open the player setup menu
1165 menu_singleplayer open the singleplayer menu
1166 menu_transfusion_episode open the transfusion episode select menu
1167 menu_transfusion_skill open the transfusion skill select menu
1168 menu_video open the video options menu
1169 messagemode input a chat message to say to everyone
1170 messagemode2 input a chat message to say to only your team
1171 modellist prints a list of loaded models
1172 modelprecache load a model
1173 name change your player name
1174 net_slist query dp master servers and print all server information
1175 net_slistqw query qw master servers and print all server information
1176 net_stats print network statistics
1177 nextul sends next fragment of current upload buffer (screenshot for example)
1178 noclip noclip mode (flight without collisions, move through walls)
1179 notarget notarget mode (monsters do not see you)
1180 packet send a packet to the specified address:port containing a text string
1181 path print searchpath (game directories and archives)
1182 pause pause the game (if the server allows pausing)
1183 pausedemo pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)
1184 ping print ping times of all players on the server
1185 pingplreport command sent by server containing client ping and packet loss values for scoreboard, triggered by pings command from client (not used by QW servers)
1186 pings command sent by clients to request updated ping and packetloss of players on scoreboard (originally from QW, but also used on NQ servers)
1187 play play a sound at your current location (not heard by anyone else)
1188 play2 play a sound globally throughout the level (not heard by anyone else)
1189 playdemo watch a demo file
1190 playermodel change your player model
1191 playerskin change your player skin number
1192 playvideo play a .dpv video file
1193 playvol play a sound at the specified volume level at your current location (not heard by anyone else)
1194 pmodel change your player model choice (Nehahra specific)
1195 pointfile display point file produced by qbsp when a leak was detected in the map (a line leading through the leak hole, to an entity inside the level)
1196 prespawn signon 1 (client acknowledges that server information has been received)
1197 prvm_edict print all data about an entity number in the selected VM (server, client, menu)
1198 prvm_edictcount prints number of active entities in the selected VM (server, client, menu)
1199 prvm_edicts set a property on an entity number in the selected VM (server, client, menu)
1200 prvm_edictset changes value of a specified property of a specified entity in the selected VM (server, client, menu)
1201 prvm_fields prints usage statistics on properties (how many entities have non-zero values) in the selected VM (server, client, menu)
1202 prvm_global prints value of a specified global variable in the selected VM (server, client, menu)
1203 prvm_globals prints all global variables in the selected VM (server, client, menu)
1204 prvm_globalset sets value of a specified global variable in the selected VM (server, client, menu)
1205 prvm_printfunction prints a disassembly (QuakeC instructions) of the specified function in the selected VM (server, client, menu)
1206 prvm_profile prints execution statistics about the most used QuakeC functions in the selected VM (server, client, menu)
1208 r_editlights_clear removes all world lights (let there be darkness!)
1209 r_editlights_copyinfo store a copy of all properties (except origin) of the selected light
1210 r_editlights_edit changes a property on the selected light
1211 r_editlights_editall changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)
1212 r_editlights_help prints documentation on console commands and variables in rtlight editing system
1213 r_editlights_importlightentitiesfrommap load lights from .ent file or map entities (ignoring .rtlights or .lights file)
1214 r_editlights_importlightsfile load lights from .lights file (ignoring .rtlights or .ent files and map entities)
1215 r_editlights_pasteinfo apply the stored properties onto the selected light (making it exactly identical except for origin)
1216 r_editlights_reload reloads rtlights file (or imports from .lights file or .ent file or the map itself)
1217 r_editlights_remove remove selected light
1218 r_editlights_save save .rtlights file for current level
1219 r_editlights_spawn creates a light with default properties (let there be light!)
1220 r_editlights_togglecorona toggle on/off the corona option on the selected light
1221 r_editlights_toggleshadow toggle on/off the shadow option on the selected light
1222 r_glsl_restart unloads GLSL shaders, they will then be reloaded as needed
1223 r_listmaptextures list all textures used by the current map
1224 r_replacemaptexture override a map texture for testing purposes
1225 r_restart restarts renderer
1226 r_shadow_help prints documentation on console commands and variables used by realtime lighting and shadowing system
1227 r_texturestats print information about all loaded textures and some statistics
1228 rate change your network connection speed
1229 rcon sends a command to the server console (if your rcon_password matches the server's rcon_password), or to the address specified by rcon_address when not connected (again rcon_password must match the server's)
1230 reconnect reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)
1231 record record a demo
1232 restart restart current level
1233 save save the game to a file
1234 saveconfig save settings to config.cfg immediately (also automatic when quitting)
1235 say send a chat message to everyone on the server
1236 say_team send a chat message to your team on the server
1237 screenshot takes a screenshot of the next rendered frame
1238 sendcvar sends the value of a cvar to the server as a sentcvar command, for use by QuakeC
1239 set create or change the value of a console variable
1240 seta create or change the value of a console variable that will be saved to config.cfg
1241 setinfo modifies your userinfo
1242 sizedown decrease view size (decreases viewsize cvar)
1243 sizeup increase view size (increases viewsize cvar)
1244 skins downloads missing qw skins from server
1245 snd_unloadallsounds unload all sound files
1246 snd_restart restart sound system
1247 soundinfo print sound system information (such as channels and speed)
1248 soundlist list loaded sounds
1249 spawn signon 2 (client has sent player information, and is asking server to send scoreboard rankings)
1250 startdemos start playing back the selected demos sequentially (used at end of startup script)
1251 status print server status information
1252 stop stop recording or playing a demo
1253 stopdemo stop playing or recording demo (like stop command) and return to looping demos
1254 stopdownload terminates a download
1256 stopul aborts current upload (screenshot for example)
1257 stopvideo stop playing a .dpv video file
1258 stuffcmds execute commandline parameters (must be present in quake.rc script)
1259 sv_areastats prints statistics on entity culling during collision traces
1260 sv_saveentfile save map entities to .ent file (to allow external editing)
1261 sv_startdownload begins sending a file to the client (network protocol use only)
1262 tell send a chat message to only one person on the server
1263 timedemo play back a demo as fast as possible and save statistics to benchmark.log
1264 timerefresh turn quickly and print rendering statistcs
1265 toggle toggles a console variable's values (use for more info)
1266 toggleconsole opens or closes the console
1267 togglemenu opens or closes menu
1268 topcolor QW command to set top color without changing bottom color
1269 unbind removes a command on the specified key in bindmap 0
1270 unbindall removes all commands from all keys in all bindmaps (leaving only shift-escape and escape)
1271 user prints additional information about a player number or name on the scoreboard
1272 users prints additional information about all players on the scoreboard
1273 v_cshift sets tint color of view
1274 version print engine version
1275 vid_restart restarts video system (closes and reopens the window, restarts renderer)
1276 viewframe change animation frame of viewthing entity in current level
1277 viewmodel change model of viewthing entity in current level
1278 viewnext change to next animation frame of viewthing entity in current level
1279 viewprev change to previous animation frame of viewthing entity in current level
1280 wait make script execution wait for next rendered frame
1281 which accepts a file name as argument and reports where the file is taken from
1284 How to install Quake on Windows:
1285 All that DarkPlaces needs from the Quake CD is pak files (be sure not to copy opengl32.dll from the Quake CD, it will not work with DarkPlaces!), with this in mind, all you need to do is make a Quake directory, extract the darkplaces engine zip to that directory, then make a quake/id1 directory, and put the pak0.pak and pak1.pak from your Quake CD into the quake/id1 directory, then all should be well.
1287 How to deal with a DOS Quake CD on Windows:
1288 Try to use the DOS Quake installer if you can, use DOSBox if necessary to run the installer, then copy the pak0.pak and pak1.pak to your id1 directory in the darkplaces installation. ( http://dosbox.sourceforge.net )
1290 How to deal with a WinQuake CD on Windows:
1291 Copy the D:\Data\id1\pak0.pak and pak1.pak to your id1 directory.
1293 How to deal with a Linux Quake CD on Windows:
1294 Find an archiver (perhaps 7zip or winrar) that can extract files from rpm archives, locate the pak files and copy them to your id1 directory.
1298 How to install Quake on Linux:
1299 All that DarkPlaces needs from the Quake CD is pak files, with this in mind, all you need to do is make a ~/quake directory, extract the darkplaces engine zip to that directory, then make a quake/id1 directory, and put the pak0.pak and pak1.pak from your Quake CD into the quake/id1 directory, then all should be well, you will probably also want to make a ~/bin/darkplaces script containing the following text:
1303 Then do chmod +x ~/bin/darkplaces
1305 For more information on Quake installation on Linux see http://www.tldp.org/HOWTO/Quake-HOWTO.html" (the Linux Quake How To)
1307 How to deal with a DOS Quake CD on Linux:
1308 cat /media/cdrom/resource.001 /media/cdrom/resource.002 >quake.lha
1310 If you can't get unlha or lha for your distribution, try using DOSBox to run the Quake installer.
1312 How to deal with a WinQuake CD on Linux:
1313 Copy the /media/cdrom/data/id1/pak*.pak to your id1 directory.
1315 How to deal with a Linux Quake CD on Linux:
1318 # in the following line replace quake.rpm with a correct rpm filename
1319 cat /media/cdrom/quake.rpm | rpm2cpio | cpio -i
1320 Now you should have a mess of subdirectories, locate the pak files and copy to your id1 directory.
1321 Alternatively if you have an rpm-based distribution you could install the rpm, but it is easier to maintain your ~/quake directory than /usr/share/games/quake so you may want to copy the id1/pak*.pak from there and uninstall the rpm.
1325 How to install Quake on Mac OS X:
1326 All that DarkPlaces needs from the Quake CD is pak files, with this in mind, make a folder named Quake, drag the Darkplaces.app into this Quake folder, make a folder inside the Quake folder (alongside Darkplaces) named id1, and put the pak0.pak and pak1.pak from your Quake CD into the quake/id1 directory, then all should be well, simply run the Darkplaces app
1328 How to deal with a DOS Quake CD on Mac OS X:
1329 Unknown. Linux solution may work if you can get hold of lha, otherwise use DOSBox to run the Quake installer.
1331 How to deal with a WinQuake CD on Mac OS X:
1332 Find the data folder on the cdrom and copy the data/id1/pak*.pak files to your id1 folder.
1334 How to deal with a Linux Quake CD on Mac OS X:
1335 Unknown. If you can get hold of rpm2cpio and cpio you should be able to follow the Linux method.
1338 Shader parameters for DP's own features:
1339 - dp_reflect <distort> <r> <g> <b> <a>
1340 Makes surfaces of this shader reflective with r_water. The reflection is
1341 alpha blended on the texture with the given alpha, and modulated by the given
1342 color. distort is used in conjunction with the normalmap to simulate a
1343 nonplanar water surface.
1344 - dp_refract <distort> <r> <g> <b>
1345 Makes surfaces of this shader refractive with r_water. The refraction
1346 replaces the transparency of the texture. distort is used in conjunction with
1347 the normalmap to simulate a nonplanar water surface.
1348 - dp_water <reflectmin> <reflectmax> <refractdistort> <reflectdistort> <refractr> <refractg> <refractb> <reflectr> <reflectg> <reflectb> <alpha>
1349 This combines the effects of dp_reflect and dp_refract to simulate a water
1350 surface. However, the refraction and the reflection are mixed using a Fresnel
1351 equation that makes the amount of reflection slide from reflectmin when
1352 looking parallel to the water to reflectmax when looking directly into the
1353 water. The result of this reflection/refraction mix is then layered BELOW the
1354 texture of the shader, so basically, it "fills up" the alpha values of the
1355 water. The alpha value is a multiplicator for the alpha value on the texture
1356 - set this to a small value like 0.1 to emphasize the reflection and make
1357 the water transparent; but if r_water is 0, alpha isn't used, so the water can
1358 be very visible then too.
1359 - tcmod page <width> <height> <delay>
1360 The texture is shifted by 1/<width> every <delay> seconds, and by 1/<height>
1361 every <delay>*<width> seconds. It is some sort of animmap replacement that keeps
1362 all animation frames in a single texture.
1363 To use it, make a texture with the frames aligned in a grid like this:
1366 then align it in Radiant so only one of the animation frames can be seen on
1367 the surface, and specify "tcmod page 4 2 0.1". DP will then display the frames
1368 in order and the cycle will repeat every 0.8 seconds.
1373 Tomaz for adding features, fixing many bugs, and being generally helpful.
1374 Andreas 'Black' Kirsch for much work on the QuakeC VM (menu.dat, someday clprogs.dat) and other contributions.
1375 Mathieu 'Elric' Olivier for much work on the sound engine (especially the Ogg vorbis support)
1376 MoALTz for some bugfixes and cleanups
1377 Joseph Caporale for adding 5 mouse button support.
1378 KGB|romi for his contributions to the Quake community, including his rtlights project and many suggestions, his id1 romi_rtlights.pk3 is included in darkplaces mod releases.
1379 Zombie for making great levels and general DarkPlaces publicity.
1380 FrikaC for FrikQCC and FrikBot and general community support.
1381 Transfusion Project for recreating Blood in the world of Quake.
1382 de-we for the great icons.
1383 |Rain| for running my favorite anynet IRC server and his bot feh (which although a bit antisocial never seems to grow tired of being my calculator).
1384 VorteX for the DP_QC_GETTAGINFO extension.
1385 Ludwig Nussel for the ~/.games/darkplaces/ user directory support on non-Windows platforms (allowing games to be installed in a non-writable system location as is the standard on UNIX but still save configs to the user's home directory).