1 DarkPlaces engine readme : updated 20070311:
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3 About the DarkPlaces glquake engine:
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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.
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6 DarkPlaces engine is the result, I hope everyone likes it.
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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.
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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)
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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).
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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).
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23 Visit the Effects Options submenu of Options, and check out the options.
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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).
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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.
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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.
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37 Quake : -quake, this is active by default, gamedirs: id1
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38 Quake: Scourge of Armagon : -hipnotic or hipnotic in executable name or path, gamedirs: hipnotic, id1
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39 Quake: Dissolution of Eternity : -rogue or rogue in executable name or path, gamedirs: rogue, id1
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40 Nexuiz : -nexuiz or nexuiz in executable name or path, gamedirs: data
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41 Nehahra : -nehahra or nehahra in executable name or path, gamedirs: nehahra, id1
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42 GoodVsBad2 : -goodvsbad2 or gvb2 in executable name or path, gamedirs: rts
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43 BattleMech : -battlemech or battlemech in executable name or path, gamedirs: base
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44 PrydonGate : -prydon or prydon in executable name or path, gamedirs: prydon
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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.
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50 Redesigned effects including smoke, blood, bubbles and explosions.
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51 Better looking dynamic lights.
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52 External texture support (see Replacement Content section below)
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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)
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54 .rtlights file support (improves performance/appearance of realtime lighting)
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55 .rtlights file editing (see r_editlights_help in game)
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56 Alpha blended sprites (instead of glquake's masked sprites).
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57 Interpolated entity movement and animations (both models and sprites).
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58 Overbright and fullbright support on walls and models (like winquake).
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59 Colormapping support on any q1 model (like winquake).
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60 Fog (set with "fog density red green blue" command)
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61 Skybox (loadsky "mtnsun_" will load "env/mtnsun_ft.tga" and so on).
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62 Sky rendering improved (no more glquake distortion).
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63 Sky polygons obscure geometry just like in winquake.
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64 Color calibration menu to ensure a proper Quake experience.
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65 Improved model lighting (directional shading).
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66 No messy .ms2 model mesh files (no glquake dir anymore either).
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67 New improved crosshair (team color coded).
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68 Improved image loading (smoother menus and such).
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69 Ability to disable particle effects (cl_particles* cvars).
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70 Decals (cl_decals cvar to enable).
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71 Stainmaps (cl_stainmap cvar to enable).
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72 Sorted transparent stuff to render better.
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73 Improved multitexture support (r_textureunits (1-4 supported), needs gl_combine 1 because of overbright)
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74 Improved chase cam (chase_active 1 no longer goes into walls)
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75 More configurable console background (scr_conalpha and scr_conbrightness)
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76 Optional fullbrights (r_fullbrights 0/1 followed by r_restart)
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77 Dynamic Farclip (no distance limits in huge maps)
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78 Improved gl_flashblend (now renders a corona instead of an ugly blob)
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79 DynamicLight coronas (more realism)
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80 Transparent statusbar (sbar_alpha) that does not block your view as much.
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81 No 8bit texture uploads (fixes 'green' walls in the distance).
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82 Fixed view blends (glquake was quite broken).
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83 JPEG texture support using libjpeg (Thanks Elric)
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84 Video Options, Color Control, and Effects Options menus added, and more options.
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85 .dlit file support (produced by hmap2 -light) for fast per-pixel lighting without shadowing.
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86 pointfile command is improved (for leak finding in maps when you have a .pnt file from a failed qbsp compile)
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87 configurable particle effects (effectinfo.txt, can be reloaded at any time by cl_particles_reloadeffects command for quick testing)
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88 fixed envmap command (makes a skybox of the current scene)
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93 Ogg and wav file overrides for cd tracks (example: sound/cdtracks/track01.ogg or .wav) (Thanks Elric)
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94 Streaming ogg sounds to save memory (Ogg sounds over a certain size are streamed automatically) (Thanks Elric)
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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)
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96 Stereo sound file support (useful for cd tracks)
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97 7.1 surround sound mixing support (snd_channels cvar selects how many to use, default 2 for stereo)
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104 -benchmark option to run automated timedemo benchmarks (-benchmark demo1 does +timedemo demo1 and quits immediately when finished)
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105 timedemo automatically puts results in gamedir/benchmark.log
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106 Slightly improved aiming on quake servers (does not support proquake aiming).
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107 -sndspeed samplerate (default: 44100, quake used 11025)
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108 snd_swapstereo cvar (for people with backwards SB16 sound cards)
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109 Saves video settings to config and restores them properly
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110 Ability to change video settings during game (video options menu or vid_* cvars)
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112 Sends 20fps network packets to improve modem play instead of one per frame. (sys_ticrate controls network framerate)
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113 Allow skin colormaps 14 and 15 (freaky :)
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114 Longer chat messages.
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115 No more 72fps limit, cl_maxfps lets you decide.
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116 Support for more mouse buttons (mouse1-mouse16, mwheelup/mwheeldown are aliases to mouse4 and mouse5).
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117 Server browser for public (sv_public 1) darkplaces servers as well as quakeworld servers.
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118 log_file cvar to log console messages to a file.
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119 condump command to dump recent console history to a file.
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120 PK3 archive support with compression support using zlib (Thanks Elric)
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121 maps command lists installed maps
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122 tab completion of map names on map/changelevel commands
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123 tab completion of rcon commands
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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)
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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)
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126 Options menu "Reset to Defaults" option works better than in Quake
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127 cvarlist and cmdlist commands
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128 improved tab completion of commands and cvars, with default value and description listed
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129 curl command (downloads a URL to a pk3 archive and loads it)
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130 fs_rescan command (allows you to load a newly installed pak/pk3 archive without quitting the game)
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131 saveconfig command (allows you to save settings before quitting the game, mostly useful when debugging the engine if you expect it to crash)
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132 gamedir command to change current mod (only works while disconnected).
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133 QuakeWorld support.
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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).
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135 Support for ProQuake .loc files (locs/e1m1.loc or maps/e1m1.loc)
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136 Support for QIZMO .loc files (maps/e1m1.loc)
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137 Ingame editing of .loc files using locs_* commands (locs_save saves a new .loc file to maps directory)
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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)
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139 ls and dir commands to list files in the Quake virtual filesystem (useful to find files inside paks)
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140 toggle command allows you to use a single bind to toggle a cvar between 0 and 1
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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")
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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)
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143 ping display in scoreboard, even on Quake servers (on DarkPlaces servers it also shows packet loss)
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148 Allows clients to connect through firewalls (automatic feature)
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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)
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150 More accurate movement and precise aiming.
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151 255 player support.
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152 sv_cheats cvar controls cheats (no longer based on deathmatch).
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153 slowmo cvar controls game speed.
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154 No crash with the buggy 'teleport train' in shub's pit.
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155 Allow skin colormaps 14 and 15 (freaky :)
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156 sys_ticrate applies to listen (client) servers as well as dedicated.
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157 sv_public cvar to advertise to master server.
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158 log_file cvar to log console messages to a file.
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159 condump command to dump recent console history to a file.
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160 PK3 archive support with compression support using zlib (Thanks Elric)
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161 Option to prevent wallhacks from working (sv_cullentities_trace 1).
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162 Selectable protocol (sv_protocolname QUAKE for example allows quake clients to play, default is sv_protocolname DP7 or a later protocol)
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163 Automatic file downloads to DarkPlaces clients.
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164 Ability to send URLs to DarkPlaces clients to download pk3 archives needed to play on this server.
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165 rcon support for remote administration by trusted clients with matching rcon_password, or external quakeworld rcon tools
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166 prvm_edictset, prvm_global, prvm_globals, and prvm_globalset commands aid in QuakeC debugging
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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
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168 prvm_profile command gives call count and estimated builtin-function cost
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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
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170 sys_specialcharactertranslation controls processing of special Quake characters to make colored names more readable in terminal output
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175 HalfLife map support (place your HalfLife wads in quake/id1/textures/ or quake/MODDIR/textures/ as the maps need them)
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176 Larger q1 and hl map size of +-32768 units.
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177 Colored lighting (.lit support) for q1 maps.
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178 Q3 map support (no shaders though), with no limits.
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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)
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180 Optimized QuakeC interpreter so mods run faster.
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181 Bounds checking QuakeC interpreter so mods can't do naughty things with memory.
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182 Warnings for many common QuakeC errors.
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183 Unprecached models are now a warning (does not kill the server anymore).
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184 External texture support (see dpextensions.qc DP_GFX_EXTERNALTEXTURES).
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185 Fog ("fog" key in worldspawn, same parameters as fog command).
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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).
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187 Skybox ("sky" key in worldspawn, works like loadsky and quake2).
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188 Stereo wav sounds supported.
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189 Ogg Vorbis sounds supported. (Thanks Elric)
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190 ATTN_NONE sounds are no longer directional (good for music).
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191 play2 sound testing command (ATTN_NONE variant of play).
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192 r_texturestats and memstats and memlist commands to give memory use info.
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193 Lighting on sprites (put ! anywhere in sprite filename to enable).
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194 More r_speeds info (now a transparent overlay instead of spewing to console).
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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).
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196 More sound channels.
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197 More dynamic lights (32 changed to 256).
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198 More precached models and sounds (256 changed to 4096).
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199 Many more features documented in dpextensions.qc. (bullet tracing on models, qc player input, etc)
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204 Formats supported: tga (recommended), png (loads very slowly), jpg (loads slowly), pcx, wal, lmp
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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).
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208 All texture layers are optional except diffuse (the others are NOT loaded without it)
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211 progs/player.mdl_0.tga - diffuse
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212 progs/player.mdl_0_norm.tga - normalmap (can have alpha channel with bumpmap height for offsetmapping/reliefmapping)
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213 progs/player.mdl_0_bump.tga - bumpmap (not loaded if normalmap is present)
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214 progs/player.mdl_0_glow.tga - glow map (use _luma if tenebrae compatibility is a concern)
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215 progs/player.mdl_0_luma.tga - alternate tenebrae-compatible name for glow map (use one or the other)
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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)
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217 progs/player.mdl_0_shirt.tga - shirt image, same type as pants
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219 Replacing textures in specific maps:
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220 textures/e1m1/ecop1_6.tga
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221 textures/e1m1/ecop1_6_norm.tga
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222 textures/e1m1/ecop1_6_bump.tga
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223 textures/e1m1/ecop1_6_glow.tga
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224 textures/e1m1/ecop1_6_luma.tga
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225 textures/e1m1/ecop1_6_pants.tga - pants and shirt layers are possible on bmodel entities with quakec modifications to set their .colormap field
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226 textures/e1m1/ecop1_6_shirt.tga
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228 Replacing textures in all maps:
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230 textures/quake_norm.tga
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231 textures/quake_bump.tga
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232 textures/quake_glow.tga
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233 textures/quake_luma.tga
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234 textures/quake_pants.tga
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235 textures/quake_shirt.tga
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237 Replacing hud and menu pictures:
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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
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243 How to make .skin files for multiple skins on a Quake3 (md3) or DarkPlacesModel (dpm) model:
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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...
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245 torso,progs/player_default.tga says that the model part named "torso" should use the image progs/player_default.tga
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246 gun,progs/player_default.tga says that the model part named "gun" should use the image progs/player_default.tga
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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
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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
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249 tag_torso, second tag name
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250 tag_weapon, third tag name
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252 Example list of filenames:
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253 quake/id1/progs/player.mdl replaces the player model)
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254 quake/id1/progs/player.mdl_0.skin text file that specifies textures to use on an md3 model)
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255 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)
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256 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))
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257 quake/id1/progs/player_default_shirt.tga white shirt area of the skin, similar to pants described above)
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258 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)
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259 quake/id1/progs/player_default_gloss.tga glossmap (shiny areas) for player_default)
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260 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)
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261 quake/id1/textures/quake.tga replaces the quake logo on the arch in start.bsp)
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262 quake/id1/textures/quake_norm.tga same as for a player)
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263 quake/id1/textures/quake_gloss.tga same as for a player)
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264 quake/id1/textures/#water1.tga replaces *water1 texture in the maps, # is used instead of * in filenames)
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265 quake/id1/gfx/conchars.tga replacement font image, this was in gfx.wad in quake)
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266 quake/id1/gfx/conback.tga replacement console background, just like in quake)
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267 quake/id1/gfx/mainmenu.tga replacement main menu image, just like in quake)
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268 quake/id1/maps/b_bh25.bsp replacement for normal health pack, for example this could be an md3 model instead)
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272 Commandline options as of 2007-03-11:
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273 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
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274 BSD GLX: -nogetprocaddress disables GLX_ARB_get_proc_address (not required, more formal method of getting extension functions)
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275 BSD GLX: -novideosync disables GLX_SGI_swap_control
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276 BSD Sound: -cddev devicepath chooses which CD drive to use
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277 Client: -benchmark demoname runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log)
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278 Client: -demo demoname runs a playdemo and quits
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279 Client: -forceqmenu disables menu.dat (same as +forceqmenu 1)
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280 Client: -particles number changes maximum number of particles at once, default 32768
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281 Client: -texbrightness number sets the quake palette brightness (brightness of black), allowing you to make quake textures brighter/darker, not recommended
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282 Client: -texcontrast number sets the quake palette contrast, allowing you to make quake textures brighter/darker, not recommended
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283 Client: -texgamma number sets the quake palette gamma, allowing you to make quake textures brighter/darker, not recommended
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284 Client: -useqmenu causes the first time you open the menu to use the quake menu, then reverts to menu.dat (if forceqmenu is 0)
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285 Console: -condebug logs console messages to qconsole.log, see also log_file
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286 Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
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287 Console: -nostdout disables text output to the terminal the game was launched from
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288 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)
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289 GL: -noanisotropy disables GL_EXT_texture_filter_anisotropic (allows higher quality texturing)
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290 GL: -nocombine disables GL_ARB_texture_env_combine or GL_EXT_texture_env_combine (required for bumpmapping and faster map rendering)
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291 GL: -nocubemap disables GL_ARB_texture_cube_map (required for bumpmapping)
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292 GL: -nocva disables GL_EXT_compiled_vertex_array (renders faster)
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293 GL: -nodot3 disables GL_ARB_texture_env_dot3 (required for bumpmapping)
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294 GL: -nodrawrangeelements disables GL_EXT_draw_range_elements (renders faster)
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295 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)
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296 GL: -nofragmentshader disables GL_ARB_fragment_shader (allows pixel shader effects, can improve per pixel lighting performance and capabilities)
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297 GL: -nomtex disables GL_ARB_multitexture (required for faster map rendering)
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298 GL: -noseparatestencil disables use of OpenGL2.0 glStencilOpSeparate and GL_ATI_separate_stencil extensions (which accelerate shadow rendering)
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299 GL: -noshaderobjects disables GL_ARB_shader_objects (required for vertex shader and fragment shader)
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300 GL: -noshadinglanguage100 disables GL_ARB_shading_language_100 (required for vertex shader and fragment shader)
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301 GL: -nostenciltwoside disables GL_EXT_stencil_two_side (which accelerate shadow rendering)
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302 GL: -notexture3d disables GL_EXT_texture3D (required for spherical lights, otherwise they render as a column)
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303 GL: -novertexshader disables GL_ARB_vertex_shader (allows vertex shader effects)
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304 Game: -battlemech runs the multiplayer topdown deathmatch game BattleMech
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305 Game: -contagiontheory runs the game Contagion Theory
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306 Game: -darsana runs the game Darsana
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307 Game: -did2 runs the game Defeat In Detail 2
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308 Game: -goodvsbad2 runs the psychadelic RTS FPS game Good Vs Bad 2
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309 Game: -hipnotic runs Quake mission pack 1: The Scourge of Armagon
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310 Game: -nehahra runs The Seal of Nehahra movie and game
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311 Game: -neoteric runs the game Neoteric
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312 Game: -netherworld runs the game Netherworld: Dark Master
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313 Game: -nexuiz runs the multiplayer game Nexuiz
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314 Game: -openquartz runs the game OpenQuartz, a standalone GPL replacement of the quake content
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315 Game: -prydon runs the topdown point and click action-RPG Prydon Gate
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316 Game: -quake runs the game Quake (default)
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317 Game: -rogue runs Quake mission pack 2: The Dissolution of Eternity
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318 Game: -setheral runs the multiplayer game Setheral
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319 Game: -som runs the multiplayer game Son Of Man
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320 Game: -tenebrae runs the graphics test mod known as Tenebrae (some features not implemented)
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321 Game: -teu runs The Evil Unleashed (this option is obsolete as they are not using darkplaces)
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322 Game: -thehunted runs the game The Hunted
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323 Game: -transfusion runs Transfusion (the recreation of Blood in Quake)
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324 Game: -zymotic runs the singleplayer game Zymotic
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325 Input: -nomouse disables mouse support (see also vid_mouse cvar)
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326 Input: -nomouse disables mouse support (see also vid_mouse cvar)
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327 Linux ALSA Sound: -sndpcm devicename selects which pcm device to us, default is "default"
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328 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
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329 Linux GLX: -nogetprocaddress disables GLX_ARB_get_proc_address (not required, more formal method of getting extension functions)
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330 Linux GLX: -novideosync disables GLX_SGI_swap_control
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331 Linux Sound: -cddev devicepath chooses which CD drive to use
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332 MacOSX GLX: -nogetprocaddress disables GLX_ARB_get_proc_address (not required, more formal method of getting extension functions)
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333 MacOSX GLX: -novideosync disables GLX_SGI_swap_control
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334 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
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335 Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
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336 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.
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337 Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
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338 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
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339 Sound: -nocdaudio disables CD audio support
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340 Sound: -nosound disables sound (including CD audio)
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341 Sound: -novorbis disables ogg vorbis sound support
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342 Sound: -simsound runs sound mixing but with no output
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343 Sound: -sndbits bits chooses 8 bit or 16 bit sound output
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344 Sound: -sndmono sets sound output to mono
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345 Sound: -sndquad sets sound output to 4 channel surround
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346 Sound: -sndspeed hz chooses sound output rate (supported values are 48000, 44100, 32000, 24000, 22050, 16000, 11025 (quake), 8000)
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347 Sound: -sndstereo sets sound output to stereo
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348 Video: -bpp bits performs +vid_bitsperpixel bits (example -bpp 32 or -bpp 16)
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349 Video: -fullscreen performs +vid_fullscreen 1
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350 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)
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351 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)
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352 Video: -window performs +vid_fullscreen 0
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353 Windows DirectSound: -primarysound locks the sound hardware for exclusive use
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354 Windows DirectSound: -snoforceformat uses the format that DirectSound returns, rather than forcing it
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355 Windows GDI Input: -noforcemaccel disables setting of mouse acceleration (not used with -dinput, windows only)
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356 Windows GDI Input: -noforcemparms disables setting of mouse parameters (not used with -dinput, windows only)
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357 Windows GDI Input: -noforcemspd disables setting of mouse speed (not used with -dinput, windows only)
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358 Windows Input: -dinput enables DirectInput for mouse/joystick input
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359 Windows Input: -nojoy disables joystick support, may be a small speed increase
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360 Windows Sound: -wavonly uses wave sound instead of DirectSound
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361 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
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362 Windows WGL: -novideosync disables WGL_EXT_swap_control
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366 Full Console Variable List as of 2007-03-11:
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367 _cl_color 0 internal storage cvar for current player colors (changed by color command)
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368 _cl_name player internal storage cvar for current player name (changed by name command)
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369 _cl_playermodel internal storage cvar for current player model in Nexuiz (changed by playermodel command)
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370 _cl_playerskin internal storage cvar for current player skin in Nexuiz (changed by playerskin command)
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371 _cl_pmodel 0 internal storage cvar for current player model number in nehahra (changed by pmodel command)
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372 _cl_rate 10000 internal storage cvar for current rate (changed by rate command)
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373 _snd_mixahead 0.1 how much sound to mix ahead of time
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374 ambient_fade 100 rate of volume fading when moving from one environment to another
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375 ambient_level 0.3 volume of environment noises (water and wind)
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376 bgmvolume 1 volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)
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377 cdaudioinitialized 0 indicates if CD Audio system is active
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378 chase_active 0 enables chase cam
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379 chase_back 48 chase cam distance from the player
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380 chase_stevie 0 chase cam view from above (used only by GoodVsBad2)
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381 chase_up 24 chase cam distance from the player
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382 cl_anglespeedkey 1.5 how much +speed multiplies keyboard turning speed
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383 cl_autodemo 0 records every game played, using the date/time and map name to name the demo file
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384 cl_autodemo_nameformat %Y-%m-%d_%H-%M The format of the cl_autodemo filename, followed by the map name
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385 cl_backspeed 400 backward movement speed
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386 cl_beams_instantaimhack 1 makes your lightning gun aiming update instantly
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387 cl_beams_lightatend 0 make a light at the end of the beam
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388 cl_beams_polygons 1 use beam polygons instead of models
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389 cl_beams_quakepositionhack 1 makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)
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390 cl_bob 0.02 view bobbing amount
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391 cl_bobcycle 0.6 view bobbing speed
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392 cl_bobmodel 1 enables gun bobbing
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393 cl_bobmodel_side 0.05 gun bobbing sideways sway amount
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394 cl_bobmodel_speed 7 gun bobbing speed
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395 cl_bobmodel_up 0.02 gun bobbing upward movement amount
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396 cl_bobup 0.5 view bobbing adjustment that makes the up or down swing of the bob last longer
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397 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)
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398 cl_capturevideo_fps 30 how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful)
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399 cl_capturevideo_number 1 number to append to video filename, incremented each time a capture begins
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400 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
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401 cl_curl_enabled 0 whether client's download support is enabled
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402 cl_curl_maxdownloads 1 maximum number of concurrent HTTP/FTP downloads
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403 cl_curl_maxspeed 100 maximum download speed (KiB/s)
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404 cl_deathnoviewmodel 1 hides gun model when dead
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405 cl_deathscoreboard 1 shows scoreboard (+showscores) while dead
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406 cl_decals 0 enables decals (bullet holes, blood, etc)
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407 cl_decals_fadetime 20 how long decals take to fade away
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408 cl_decals_time 0 how long before decals start to fade away
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409 cl_dlights_decaybrightness 1 reduces brightness of light flashes over time
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410 cl_dlights_decayradius 1 reduces size of light flashes over time
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411 cl_explosions_alpha_end 0 end alpha of an explosion shell (just before it disappears)
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412 cl_explosions_alpha_start 1.5 starting alpha of an explosion shell
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413 cl_explosions_lifetime 0.5 how long an explosion shell lasts
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414 cl_explosions_size_end 128 ending alpha of an explosion shell (just before it disappears)
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415 cl_explosions_size_start 16 starting size of an explosion shell
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416 cl_forwardspeed 400 forward movement speed
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417 cl_gravity 800 how much gravity to apply in client physics (should match sv_gravity)
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418 cl_itembobheight 0 how much items bob up and down (try 8)
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419 cl_itembobspeed 0.5 how frequently items bob up and down
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420 cl_joinbeforedownloadsfinish 1 if non-zero the game will begin after the map is loaded before other downloads finish
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421 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)
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422 cl_movement 0 enables clientside prediction of your player movement
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423 cl_movement_accelerate 10 how fast you accelerate (should match sv_accelerate)
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424 cl_movement_airaccel_qw 1 ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)
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425 cl_movement_airaccel_sideways_friction 0 anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)
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426 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
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427 cl_movement_edgefriction 2 how much to slow down when you may be about to fall off a ledge (should match edgefriction)
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428 cl_movement_friction 4 how fast you slow down (should match sv_friction)
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429 cl_movement_jumpvelocity 270 how fast you move upward when you begin a jump (should match the quakec code)
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430 cl_movement_maxairspeed 30 how fast you can move while in the air (should match sv_maxairspeed)
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431 cl_movement_maxspeed 320 how fast you can move (should match sv_maxspeed)
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432 cl_movement_stepheight 18 how tall a step you can step in one instant (should match sv_stepheight)
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433 cl_movement_stopspeed 100 speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)
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434 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
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435 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
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436 cl_movespeedkey 2.0 how much +speed multiplies keyboard movement speed
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437 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)
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438 cl_netinputpacketspersecond 50 how many input packets to send to server each second
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439 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)
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440 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)
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441 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
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442 cl_nodelta 0 disables delta compression of non-player entities in QW network protocol
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443 cl_nolerp 0 network update smoothing
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444 cl_noplayershadow 0 hide player shadow
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445 cl_particles 1 enables particle effects
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446 cl_particles_blood 1 enables blood effects
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447 cl_particles_blood_alpha 0.5 opacity of blood
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448 cl_particles_blood_bloodhack 1 make certain quake particle() calls create blood effects instead
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449 cl_particles_bubbles 1 enables bubbles (used by multiple effects)
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450 cl_particles_bulletimpacts 1 enables bulletimpact effects
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451 cl_particles_explosions_shell 0 enables polygonal shell from explosions
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452 cl_particles_explosions_smokes 0 enables smoke from explosions
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453 cl_particles_explosions_sparks 1 enables sparks from explosions
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454 cl_particles_quake 0 makes particle effects look mostly like the ones in Quake
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455 cl_particles_quality 1 multiplies number of particles and reduces their alpha
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456 cl_particles_size 1 multiplies particle size
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457 cl_particles_smoke 1 enables smoke (used by multiple effects)
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458 cl_particles_smoke_alpha 0.5 smoke brightness
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459 cl_particles_smoke_alphafade 0.55 brightness fade per second
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460 cl_particles_sparks 1 enables sparks (used by multiple effects)
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461 cl_pitchspeed 150 keyboard pitch turning speed
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462 cl_port 0 forces client to use chosen port number if not 0
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463 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
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464 cl_rollangle 2.0 how much to tilt the view when strafing
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465 cl_rollspeed 200 how much strafing is necessary to tilt the view
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466 cl_serverextension_download 0 indicates whether the server supports the download command
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467 cl_shownet 0 1 = print packet size, 2 = print packet message list
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468 cl_sidespeed 350 strafe movement speed
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469 cl_slowmo 1 speed of game time (should match slowmo)
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470 cl_sound_hknighthit hknight/hit.wav sound to play during TE_KNIGHTSPIKE (empty cvar disables sound)
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471 cl_sound_r_exp3 weapons/r_exp3.wav sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)
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472 cl_sound_ric1 weapons/ric1.wav sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
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473 cl_sound_ric2 weapons/ric2.wav sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
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474 cl_sound_ric3 weapons/ric3.wav sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
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475 cl_sound_tink1 weapons/tink1.wav sound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
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476 cl_sound_wizardhit wizard/hit.wav sound to play during TE_WIZSPIKE (empty cvar disables sound)
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477 cl_stainmaps 1 stains lightmaps, much faster than decals but blurred
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478 cl_stainmaps_clearonload 1 clear stainmaps on map restart
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479 cl_stairsmoothspeed 160 how fast your view moves upward/downward when running up/down stairs
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480 cl_upspeed 400 vertical movement speed (while swimming or flying)
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481 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
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482 cl_yawspeed 140 keyboard yaw turning speed
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483 cmdline 0 contains commandline the engine was launched with
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484 collision_endnudge 0 how much to bias collision trace end
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485 collision_enternudge 0 how much to bias collision entry fraction
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486 collision_impactnudge 0.03125 how much to back off from the impact
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487 collision_leavenudge 0 how much to bias collision exit fraction
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488 collision_prefernudgedfraction 1 whether to sort collision events by nudged fraction (1) or real fraction (0)
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489 collision_startnudge 0 how much to bias collision trace start
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490 con_closeontoggleconsole 1 allows toggleconsole binds to close the console as well
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491 con_chat 0 how many chat lines to show in a dedicated chat area
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492 con_chatpos 0 where to put chat (negative: lines from bottom of screen, positive: lines below notify, 0: at top)
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493 con_chatsize 8 chat text size in virtual 2D pixels
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494 con_chattime 30 how long chat lines last, in seconds
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495 con_chatwidth 1.0 relative chat window width
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496 con_notify 4 how many notify lines to show (0-32)
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497 con_notifyalign 3 how to align notify lines: 0 = left, 0.5 = center, 1 = right, empty string = game default)
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498 con_notifysize 8 notify text size in virtual 2D pixels
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499 con_notifytime 3 how long notify lines last, in seconds
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500 con_textsize 8 console text size in virtual 2D pixels
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501 coop 0 coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)
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502 crosshair 0 selects crosshair to use (0 is none)
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503 crosshair_color_alpha 1 how opaque the crosshair should be
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504 crosshair_color_blue 0 customizable crosshair color
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505 crosshair_color_green 0 customizable crosshair color
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506 crosshair_color_red 1 customizable crosshair color
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507 crosshair_size 1 adjusts size of the crosshair on the screen
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508 csqc_progcrc -1 CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1
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509 csqc_progname csprogs.dat name of csprogs.dat file to load
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510 csqc_progsize -1 file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1
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511 cutscene 1 enables cutscenes in nehahra, can be used by other mods
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512 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)
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513 demo_nehahra 0 reads all quake demos as nehahra movie protocol
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514 developer 0 prints additional debugging messages and information (recommended for modders and level designers)
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515 developer_entityparsing 0 prints detailed network entities information each time a packet is received
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516 developer_memory 0 prints debugging information about memory allocations
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517 developer_memorydebug 0 enables memory corruption checks (very slow)
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518 developer_networkentities 0 prints received entities, value is 0-4 (higher for more info)
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519 developer_networking 0 prints all received and sent packets (recommended only for debugging)
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520 developer_texturelogging 0 produces a textures.log file containing names of skins and map textures the engine tried to load
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521 edgefriction 2 how much you slow down when nearing a ledge you might fall off
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522 forceqmenu 0 enables the quake menu instead of the quakec menu.dat (if present)
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523 fov 90 field of vision, 1-170 degrees, default 90, some players use 110-130
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524 fraglimit 0 ends level if this many frags is reached by any player
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525 freelook 1 mouse controls pitch instead of forward/back
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526 gamecfg 0 unused cvar in quake, can be used by mods
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527 gameversion 0 version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible
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528 gl_combine 1 faster rendering by using GL_ARB_texture_env_combine extension (part of OpenGL 1.3 and above)
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529 gl_dither 1 enables OpenGL dithering (16bit looks bad with this off)
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530 gl_ext_separatetencil 1 make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension
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531 gl_ext_stenciltwoside 1 make use of GL_EXT_stenciltwoside extension (NVIDIA only)
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532 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)
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533 gl_flashblend 0 render bright coronas for dynamic lights instead of actual lighting, fast but ugly
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534 gl_fogblue 0.3 nehahra fog color blue value (for Nehahra compatibility only)
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535 gl_fogdensity 0.25 nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)
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536 gl_fogenable 0 nehahra fog enable (for Nehahra compatibility only)
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537 gl_fogend 0 nehahra fog end distance (for Nehahra compatibility only)
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538 gl_foggreen 0.3 nehahra fog color green value (for Nehahra compatibility only)
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539 gl_fogred 0.3 nehahra fog color red value (for Nehahra compatibility only)
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540 gl_fogstart 0 nehahra fog start distance (for Nehahra compatibility only)
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541 gl_lightmaps 0 draws only lightmaps, no texture (for level designers)
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542 gl_lockarrays 0 enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal
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543 gl_lockarrays_minimumvertices 1 minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance
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544 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)
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545 gl_mesh_drawrangeelements 1 use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)
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546 gl_mesh_testarrayelement 0 use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)
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547 gl_mesh_testmanualfeeding 0 use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)
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548 gl_paranoid 0 enables OpenGL error checking and other tests
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549 gl_picmip 0 reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75%
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550 gl_polyblend 1 tints view while underwater, hurt, etc
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551 gl_printcheckerror 0 prints all OpenGL error checks, useful to identify location of driver crashes
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552 gl_texture_anisotropy 1 anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values
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553 halflifebsp 0 indicates the current map is hlbsp format (useful to know because of different bounding box sizes)
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554 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
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555 host_speeds 0 reports how much time is used in server/graphics/sound
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556 hostname UNNAMED server message to show in server browser
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557 in_pitch_max 90 how far upward you can aim (quake used 80
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558 in_pitch_min -90 how far downward you can aim (quake used -70
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559 joy_axisforward 1 which joystick axis to query for forward/backward movement
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560 joy_axispitch 3 which joystick axis to query for looking up/down
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561 joy_axisroll -1 which joystick axis to query for tilting head right/left
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562 joy_axisside 0 which joystick axis to query for right/left movement
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563 joy_axisup -1 which joystick axis to query for up/down movement
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564 joy_axisyaw 2 which joystick axis to query for looking right/left
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565 joy_deadzoneforward 0 deadzone tolerance, suggested values are in the range 0 to 0.01
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566 joy_deadzonepitch 0 deadzone tolerance, suggested values are in the range 0 to 0.01
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567 joy_deadzoneroll 0 deadzone tolerance, suggested values are in the range 0 to 0.01
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568 joy_deadzoneside 0 deadzone tolerance, suggested values are in the range 0 to 0.01
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569 joy_deadzoneup 0 deadzone tolerance, suggested values are in the range 0 to 0.01
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570 joy_deadzoneyaw 0 deadzone tolerance, suggested values are in the range 0 to 0.01
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571 joy_detected 0 number of joysticks detected by engine
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572 joy_enable 1 enables joystick support
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573 joy_index 0 selects which joystick to use if you have multiple
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574 joy_sensitivityforward -1 movement multiplier
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575 joy_sensitivitypitch 1 movement multiplier
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576 joy_sensitivityroll 1 movement multiplier
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577 joy_sensitivityside 1 movement multiplier
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578 joy_sensitivityup 1 movement multiplier
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579 joy_sensitivityyaw -1 movement multiplier
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580 joyadvanced 0 use more than 2 axis joysticks (configuring this is very technical)
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581 joyadvaxisr 0 axis mapping for joyadvanced 1 mode
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582 joyadvaxisu 0 axis mapping for joyadvanced 1 mode
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583 joyadvaxisv 0 axis mapping for joyadvanced 1 mode
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584 joyadvaxisx 0 axis mapping for joyadvanced 1 mode
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585 joyadvaxisy 0 axis mapping for joyadvanced 1 mode
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586 joyadvaxisz 0 axis mapping for joyadvanced 1 mode
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587 joyforwardsensitivity -1.0 how fast the joystick moves forward
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588 joyforwardthreshold 0.15 minimum joystick movement necessary to move forward
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589 joyname joystick name of joystick to use (informational only, used only by joyadvanced 1 mode)
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590 joypitchsensitivity 1.0 how fast the joystick looks up/down
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591 joypitchthreshold 0.15 minimum joystick movement necessary to look up/down
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592 joysidesensitivity -1.0 how fast the joystick moves sideways (strafing)
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593 joysidethreshold 0.15 minimum joystick movement necessary to move sideways (strafing)
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594 joystick 0 enables joysticks
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595 joywwhack1 0.0 special hack for wingman warrior
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596 joywwhack2 0.0 special hack for wingman warrior
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597 joyyawsensitivity -1.0 how fast the joystick turns left/right
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598 joyyawthreshold 0.15 minimum joystick movement necessary to turn left/right
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599 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)
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600 locs_show 0 shows defined locations for editing purposes
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601 log_file filename to log messages to
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602 lookspring 0 returns pitch to level with the floor when no longer holding a pitch key
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603 lookstrafe 0 move instead of turning
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604 m_filter 0 smoothes mouse movement, less responsive but smoother aiming
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605 m_forward 1 mouse forward speed multiplier
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606 m_pitch 0.022 mouse pitch speed multiplier
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607 m_side 0.8 mouse side speed multiplier
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608 m_yaw 0.022 mouse yaw speed multiplier
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609 mcbsp 0 indicates the current map is mcbsp format (useful to know because of different bounding box sizes)
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610 menu_options_colorcontrol_correctionvalue 0.5 intensity value that matches up to white/black dither pattern, should be 0.5 for linear color
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611 mod_q3bsp_curves_collisions 1 enables collisions with curves (SLOW)
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612 mod_q3bsp_debugtracebrush 0 selects different tracebrush bsp recursion algorithms (for debugging purposes only)
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613 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, ...
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614 mod_q3bsp_optimizedtraceline 1 whether to use optimized traceline code for line traces (as opposed to tracebox code)
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615 nehx00 0 nehahra data storage cvar (used in singleplayer)
\r
616 nehx01 0 nehahra data storage cvar (used in singleplayer)
\r
617 nehx02 0 nehahra data storage cvar (used in singleplayer)
\r
618 nehx03 0 nehahra data storage cvar (used in singleplayer)
\r
619 nehx04 0 nehahra data storage cvar (used in singleplayer)
\r
620 nehx05 0 nehahra data storage cvar (used in singleplayer)
\r
621 nehx06 0 nehahra data storage cvar (used in singleplayer)
\r
622 nehx07 0 nehahra data storage cvar (used in singleplayer)
\r
623 nehx08 0 nehahra data storage cvar (used in singleplayer)
\r
624 nehx09 0 nehahra data storage cvar (used in singleplayer)
\r
625 nehx10 0 nehahra data storage cvar (used in singleplayer)
\r
626 nehx11 0 nehahra data storage cvar (used in singleplayer)
\r
627 nehx12 0 nehahra data storage cvar (used in singleplayer)
\r
628 nehx13 0 nehahra data storage cvar (used in singleplayer)
\r
629 nehx14 0 nehahra data storage cvar (used in singleplayer)
\r
630 nehx15 0 nehahra data storage cvar (used in singleplayer)
\r
631 nehx16 0 nehahra data storage cvar (used in singleplayer)
\r
632 nehx17 0 nehahra data storage cvar (used in singleplayer)
\r
633 nehx18 0 nehahra data storage cvar (used in singleplayer)
\r
634 nehx19 0 nehahra data storage cvar (used in singleplayer)
\r
635 net_address 0.0.0.0 network address to open ports on
\r
636 net_address_ipv6 [0:0:0:0:0:0:0:0] network address to open ipv6 ports on
\r
637 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)
\r
638 net_connecttimeout 10 after requesting a connection, the client must reply within this many seconds or be dropped (cuts down on connect floods)
\r
639 net_messagetimeout 300 drops players who have not sent any packets for this many seconds
\r
640 net_slist_maxtries 3 how many times to ask the same server for information (more times gives better ping reports but takes longer)
\r
641 net_slist_queriesperframe 4 maximum number of server information requests to send each rendered frame (guards against low framerates causing problems)
\r
642 net_slist_queriespersecond 20 how many server information requests to send per second
\r
643 net_slist_timeout 4 how long to listen for a server information response before giving up
\r
644 noaim 1 QW option to disable vertical autoaim
\r
645 noexit 0 kills anyone attempting to use an exit
\r
646 nomonsters 0 unused cvar in quake, can be used by mods
\r
647 nosound 0 disables sound
\r
648 pausable 1 allow players to pause or not
\r
649 port 26000 server port for players to connect to
\r
650 pr_checkextension 1 indicates to QuakeC that the standard quakec extensions system is available (if 0, quakec should not attempt to use extensions)
\r
651 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)
\r
652 prvm_statementprofiling 0 counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled)
\r
653 prvm_traceqc 0 prints every QuakeC statement as it is executed (only for really thorough debugging!)
\r
654 qport 0 identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)
\r
655 r_ambient 0 brightens map, value is 0-128
\r
656 r_batchmode 1 selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)
\r
657 r_bloom 0 enables bloom effect (makes bright pixels affect neighboring pixels)
\r
658 r_bloom_blur 4 how large the glow is
\r
659 r_bloom_brighten 2 how bright the glow is, after subtract/power
\r
660 r_bloom_colorexponent 1 how exagerated the glow is
\r
661 r_bloom_colorscale 1 how bright the glow is
\r
662 r_bloom_colorsubtract 0.125 reduces bloom colors by a certain amount
\r
663 r_bloom_resolution 320 what resolution to perform the bloom effect at (independent of screen resolution)
\r
664 r_coronas 1 brightness of corona flare effects around certain lights, 0 disables corona effects
\r
665 r_cullentities_trace 1 probabistically cull invisible entities
\r
666 r_cullentities_trace_delay 1 number of seconds until the entity gets actually culled
\r
667 r_cullentities_trace_enlarge 0 box enlargement for entity culling
\r
668 r_cullentities_trace_samples 2 number of samples to test for entity culling
\r
669 r_draweffects 1 renders temporary sprite effects
\r
670 r_drawentities 1 draw entities (doors, players, projectiles, etc)
\r
671 r_drawexplosions 1 enables rendering of explosion shells (see also cl_particles_explosions_shell)
\r
672 r_drawparticles 1 enables drawing of particles
\r
673 r_drawportals 0 shows portals (separating polygons) in world interior in quake1 maps
\r
674 r_drawviewmodel 1 draw your weapon model
\r
675 r_dynamic 1 enables dynamic lights (rocket glow and such)
\r
676 r_editlights 0 enables .rtlights file editing mode
\r
677 r_editlights_cursordistance 1024 maximum distance of cursor from eye
\r
678 r_editlights_cursorgrid 4 snaps cursor to this grid size
\r
679 r_editlights_cursorpushback 0 how far to pull the cursor back toward the eye
\r
680 r_editlights_cursorpushoff 4 how far to push the cursor off the impacted surface
\r
681 r_editlights_quakelightsizescale 1 changes size of light entities loaded from a map
\r
682 r_explosionclip 1 enables collision detection for explosion shell (so that it flattens against walls and floors)
\r
683 r_fullbright 0 makes map very bright and renders faster
\r
684 r_fullbrights 1 enables glowing pixels in quake textures (changes need r_restart to take effect)
\r
685 r_glsl 1 enables use of OpenGL 2.0 pixel shaders for lighting
\r
686 r_glsl_deluxemapping 1 use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)
\r
687 r_glsl_offsetmapping 0 offset mapping effect (also known as parallax mapping or virtual displacement mapping)
\r
688 r_glsl_offsetmapping_reliefmapping 0 relief mapping effect (higher quality)
\r
689 r_glsl_offsetmapping_scale 0.04 how deep the offset mapping effect is
\r
690 r_hdr 0 enables High Dynamic Range bloom effect (higher quality version of r_bloom)
\r
691 r_hdr_glowintensity 1 how bright light emitting textures should appear
\r
692 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)
\r
693 r_hdr_scenebrightness 1 global rendering brightness
\r
694 r_lerpimages 1 bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0)
\r
695 r_lerpmodels 1 enables animation smoothing on models
\r
696 r_lerpsprites 1 enables animation smoothing on sprites
\r
697 r_letterbox 0 reduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes)
\r
698 r_lightmaprgba 1 whether to use RGBA (32bit) or RGB (24bit) lightmaps
\r
699 r_lightningbeam_color_blue 1 color of the lightning beam effect
\r
700 r_lightningbeam_color_green 1 color of the lightning beam effect
\r
701 r_lightningbeam_color_red 1 color of the lightning beam effect
\r
702 r_lightningbeam_qmbtexture 0 load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better
\r
703 r_lightningbeam_repeatdistance 128 how far to stretch the texture along the lightning beam effect
\r
704 r_lightningbeam_scroll 5 speed of texture scrolling on the lightning beam effect
\r
705 r_lightningbeam_thickness 4 thickness of the lightning beam effect
\r
706 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)
\r
707 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)
\r
708 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
\r
709 r_mipsprites 1 mipmaps skins (so they become blurrier in the distance), unlike skins the sprites do not have strange border colors
\r
710 r_nearclip 1 distance from camera of nearclip plane
\r
711 r_nosurftextures 0 pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)
\r
712 r_novis 0 draws whole level, see also sv_cullentities_pvs 0
\r
713 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)
\r
714 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
\r
715 r_qb1sp_skymasking 1 allows sky polygons in quake1 maps to obscure other geometry
\r
716 r_render 1 enables rendering calls (you want this on!)
\r
717 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
\r
718 r_shadow_bumpscale_bumpmap 4 what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect
\r
719 r_shadow_culltriangles 1 performs more expensive tests to remove unnecessary triangles of lit surfaces
\r
720 r_shadow_debuglight -1 renders only one light, for level design purposes or debugging
\r
721 r_shadow_frontsidecasting 1 whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)
\r
722 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)
\r
723 r_shadow_gloss2intensity 0.125 how bright the forced flat gloss should look if r_shadow_gloss is 2
\r
724 r_shadow_glossexponent 32 how 'sharp' the gloss should appear (specular power)
\r
725 r_shadow_glossintensity 1 how bright textured glossmaps should look if r_shadow_gloss is 1 or 2
\r
726 r_shadow_lightattenuationpower 0.5 changes attenuation texture generation (does not affect r_glsl lighting)
\r
727 r_shadow_lightattenuationscale 1 changes attenuation texture generation (does not affect r_glsl lighting)
\r
728 r_shadow_lightintensityscale 1 renders all world lights brighter or darker
\r
729 r_shadow_lightradiusscale 1 renders all world lights larger or smaller
\r
730 r_shadow_portallight 1 use portal culling to exactly determine lit triangles when compiling world lights
\r
731 r_shadow_projectdistance 1000000 how far to cast shadows
\r
732 r_shadow_realtime_dlight 1 enables rendering of dynamic lights such as explosions and rocket light
\r
733 r_shadow_realtime_dlight_portalculling 0 enables portal optimization on dynamic lights (slow!)
\r
734 r_shadow_realtime_dlight_shadows 1 enables rendering of shadows from dynamic lights
\r
735 r_shadow_realtime_dlight_svbspculling 0 enables svbsp optimization on dynamic lights (very slow!)
\r
736 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)
\r
737 r_shadow_realtime_world_compile 1 enables compilation of world lights for higher performance rendering
\r
738 r_shadow_realtime_world_compileportalculling 1 enables portal-based culling optimization during compilation
\r
739 r_shadow_realtime_world_compileshadow 1 enables compilation of shadows from world lights for higher performance rendering
\r
740 r_shadow_realtime_world_compilesvbsp 1 enables svbsp optimization during compilation
\r
741 r_shadow_realtime_world_lightmaps 0 brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance
\r
742 r_shadow_realtime_world_shadows 1 enables rendering of shadows from world lights
\r
743 r_shadow_scissor 1 use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)
\r
744 r_shadow_polygonfactor 0 how much to enlarge shadow volume polygons when rendering (should be 0!)
\r
745 r_shadow_polygonoffset 1 how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)
\r
746 r_shadow_texture3d 1 use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)
\r
747 r_shadows 0 casts fake stencil shadows from models onto the world (rtlights are unaffected by this)
\r
748 r_shadows_throwdistance 500 how far to cast shadows from models
\r
749 r_showcollisionbrushes 0 draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)
\r
750 r_showcollisionbrushes_polygonfactor -1 expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls
\r
751 r_showcollisionbrushes_polygonoffset 0 nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls
\r
752 r_showdisabledepthtest 0 disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing
\r
753 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
\r
754 r_shownormals 0 shows per-vertex surface normals and tangent vectors for bumpmapped lighting
\r
755 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
\r
756 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)
\r
757 r_showtris 0 shows triangle outlines, value controls brightness (can be above 1)
\r
758 r_skeletal_debugbone -1 development cvar for testing skeletal model code
\r
759 r_skeletal_debugbonecomponent 3 development cvar for testing skeletal model code
\r
760 r_skeletal_debugbonevalue 100 development cvar for testing skeletal model code
\r
761 r_skeletal_debugtranslatex 1 development cvar for testing skeletal model code
\r
762 r_skeletal_debugtranslatey 1 development cvar for testing skeletal model code
\r
763 r_skeletal_debugtranslatez 1 development cvar for testing skeletal model code
\r
764 r_sky 1 enables sky rendering (black otherwise)
\r
765 r_skyscroll1 1 speed at which upper clouds layer scrolls in quake sky
\r
766 r_skyscroll2 2 speed at which lower clouds layer scrolls in quake sky
\r
767 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
\r
768 r_speeds 0 displays rendering statistics and per-subsystem timings
\r
769 r_stereo_redblue 0 red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)
\r
770 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
\r
771 r_stereo_redgreen 0 red/green anaglyph stereo glasses (for those who don't mind yellow)
\r
772 r_stereo_separation 4 separation of eyes in the world (try negative values too)
\r
773 r_stereo_sidebyside 0 side by side views (for those who can't afford glasses but can afford eye strain)
\r
774 r_subdivide_size 128 how large water polygons should be (smaller values produce more polygons which give better warping effects)
\r
775 r_subdivisions_collision_maxtess 1024 maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)
\r
776 r_subdivisions_collision_maxvertices 4225 maximum vertices allowed per subdivided curve
\r
777 r_subdivisions_collision_mintess 1 minimum number of subdivisions (values above 1 will smooth curves that don't need it)
\r
778 r_subdivisions_collision_tolerance 15 maximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering)
\r
779 r_subdivisions_maxtess 1024 maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)
\r
780 r_subdivisions_maxvertices 65536 maximum vertices allowed per subdivided curve
\r
781 r_subdivisions_mintess 1 minimum number of subdivisions (values above 1 will smooth curves that don't need it)
\r
782 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)
\r
783 r_test 0 internal development use only, leave it alone (usually does nothing anyway)
\r
784 r_textshadow 0 draws a shadow on all text to improve readability
\r
785 r_textureunits 32 number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)
\r
786 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
\r
787 r_wateralpha 1 opacity of water polygons
\r
788 r_waterscroll 1 makes water scroll around, value controls how much
\r
789 r_waterwarp 1 warp view while underwater
\r
790 rcon_address server address to send rcon commands to (when not connected to a server)
\r
791 rcon_password password to authenticate rcon commands
\r
792 registered 0 indicates if this is running registered quake (whether gfx/pop.lmp was found)
\r
793 samelevel 0 repeats same level if level ends (due to timelimit or someone hitting an exit)
\r
794 saved1 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
\r
795 saved2 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
\r
796 saved3 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
\r
797 saved4 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
\r
798 savedgamecfg 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
\r
799 sbar_alpha_bg 0.4 opacity value of the statusbar background image
\r
800 sbar_alpha_fg 1 opacity value of the statusbar weapon/item icons and numbers
\r
801 scr_centertime 2 how long centerprint messages show
\r
802 scr_conalpha 1 opacity of console background
\r
803 scr_conbrightness 1 brightness of console background (0 = black, 1 = image)
\r
804 scr_conforcewhiledisconnected 1 forces fullscreen console while disconnected
\r
805 scr_menuforcewhiledisconnected 0 forces menu while disconnected
\r
806 scr_printspeed 8 speed of intermission printing (episode end texts)
\r
807 scr_refresh 1 allows you to completely shut off rendering for benchmarking purposes
\r
808 scr_screenshot_gammaboost 1 gamma correction on saved screenshots and videos, 1.0 saves unmodified images
\r
809 scr_screenshot_jpeg 1 save jpeg instead of targa
\r
810 scr_screenshot_jpeg_quality 0.9 image quality of saved jpeg
\r
811 scr_screenshot_name dp prefix name for saved screenshots (changes based on -game commandline, as well as which game mode is running)
\r
812 scr_stipple 0 interlacing-like stippling of the display
\r
813 scr_zoomwindow 0 displays a zoomed in overlay window
\r
814 scr_zoomwindow_fov 20 fov of zoom window
\r
815 scr_zoomwindow_viewsizex 20 horizontal viewsize of zoom window
\r
816 scr_zoomwindow_viewsizey 20 vertical viewsize of zoom window
\r
817 scratch1 0 unused cvar in quake, can be used by mods
\r
818 scratch2 0 unused cvar in quake, can be used by mods
\r
819 scratch3 0 unused cvar in quake, can be used by mods
\r
820 scratch4 0 unused cvar in quake, can be used by mods
\r
821 sensitivity 3 mouse speed multiplier
\r
822 showbrand 0 shows gfx/brand.tga in a corner of the screen (different values select different positions, including centered)
\r
823 showdate 0 shows current date (useful on screenshots)
\r
824 showdate_format %Y-%m-%d format string for date
\r
825 showfps 0 shows your rendered fps (frames per second)
\r
826 showpause 1 show pause icon when game is paused
\r
827 showram 1 show ram icon if low on surface cache memory (not used)
\r
828 showspeed 0 shows your current speed (qu per second); number selects unit: 1 = qups, 2 = m/s, 3 = km/h, 4 = mph, 5 = knots
\r
829 showtime 0 shows current time of day (useful on screenshots)
\r
830 showtime_format %H:%M:%S format string for time of day
\r
831 showturtle 0 show turtle icon when framerate is too low (not used)
\r
832 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)
\r
833 skin QW player skin name (example: base)
\r
834 slowmo 1.0 controls game speed, 0.5 is half speed, 2 is double speed
\r
835 snd_channellayout 0 channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)
\r
836 snd_channels 2 number of channels for the sound ouput (2 for stereo; up to 8 supported for 3D sound)
\r
837 snd_initialized 0 indicates the sound subsystem is active
\r
838 snd_noextraupdate 0 disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates
\r
839 snd_precache 1 loads sounds before they are used
\r
840 snd_show 0 shows some statistics about sound mixing
\r
841 snd_soundradius 1000 radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius)
\r
842 snd_speed 48000 sound output frequency, in hertz
\r
843 snd_staticvolume 1 volume of ambient sound effects (such as swampy sounds at the start of e1m2)
\r
844 snd_streaming 1 enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory)
\r
845 snd_swapstereo 0 swaps left/right speakers for old ISA soundblaster cards
\r
846 snd_width 2 sound output precision, in bytes (1 and 2 supported)
\r
847 sv_accelerate 10 rate at which a player accelerates to sv_maxspeed
\r
848 sv_adminnick nick name to use for admin messages instead of host name
\r
849 sv_aim 2 maximum cosine angle for quake's vertical autoaim, a value above 1 completely disables the autoaim, quake used 0.93
\r
850 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
\r
851 sv_allowdownloads 1 whether to allow clients to download files from the server (does not affect http downloads)
\r
852 sv_allowdownloads_archive 0 whether to allow downloads of archives (pak/pk3)
\r
853 sv_allowdownloads_config 0 whether to allow downloads of config files (cfg)
\r
854 sv_allowdownloads_dlcache 0 whether to allow downloads of dlcache files (dlcache/)
\r
855 sv_allowdownloads_inarchive 0 whether to allow downloads from archives (pak/pk3)
\r
856 sv_areagrid_mingridsize 64 minimum areagrid cell size, smaller values work better for lots of small objects, higher values for large objects
\r
857 sv_cheats 0 enables cheat commands in any game, and cheat impulses in dpmod
\r
858 sv_clmovement_enable 1 whether to allow clients to use cl_movement prediction, which can cause choppy movement on the server which may annoy other players
\r
859 sv_clmovement_minping 0 if client ping is below this time in milliseconds, then their ability to use cl_movement prediction is disabled for a while (as they don't need it)
\r
860 sv_clmovement_minping_disabletime 1000 when client falls below minping, disable their prediction for this many milliseconds (should be at least 1000 or else their prediction may turn on/off frequently)
\r
861 sv_clmovement_inputtimeout 0.2 when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld)
\r
862 sv_cullentities_nevercullbmodels 0 if enabled the clients are always notified of moving doors and lifts and other submodels of world (warning: eats a lot of network bandwidth on some levels!)
\r
863 sv_cullentities_pvs 1 fast but loose culling of hidden entities
\r
864 sv_cullentities_stats 0 displays stats on network entities culled by various methods for each client
\r
865 sv_cullentities_trace 0 somewhat slow but very tight culling of hidden entities, minimizes network traffic and makes wallhack cheats useless
\r
866 sv_cullentities_trace_delay 1 number of seconds until the entity gets actually culled
\r
867 sv_cullentities_trace_enlarge 0 box enlargement for entity culling
\r
868 sv_cullentities_trace_prediction 1 also trace from the predicted player position
\r
869 sv_cullentities_trace_samples 1 number of samples to test for entity culling
\r
870 sv_cullentities_trace_samples_extra 2 number of samples to test for entity culling when the entity affects its surroundings by e.g. dlight
\r
871 sv_curl_defaulturl default autodownload source URL
\r
872 sv_curl_serverpackages list of required files for the clients, separated by spaces
\r
873 sv_debugmove 0 disables collision detection optimizations for debugging purposes
\r
874 sv_echobprint 1 prints gamecode bprint() calls to server console
\r
875 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)
\r
876 sv_fixedframeratesingleplayer 0 allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)
\r
877 sv_freezenonclients 0 freezes time, except for players, allowing you to walk around and take screenshots of explosions
\r
878 sv_friction 4 how fast you slow down
\r
879 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
\r
880 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)
\r
881 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
\r
882 sv_gameplayfix_grenadebouncedownslopes 1 prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface
\r
883 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
\r
884 sv_gameplayfix_qwplayerphysics 1 changes water jumping to make it easier to get out of water, and prevents friction on landing when bunnyhopping
\r
885 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
\r
886 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)
\r
887 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)
\r
888 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
\r
889 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
\r
890 sv_gravity 800 how fast you fall (512 = roughly earth gravity)
\r
891 sv_heartbeatperiod 120 how often to send heartbeat in seconds (only used if sv_public is 1)
\r
892 sv_idealpitchscale 0.8 how much to look up/down slopes and stairs when not using freelook
\r
893 sv_jumpstep 0 whether you can step up while jumping (sv_gameplayfix_stepwhilejumping must also be 1)
\r
894 sv_master1 user-chosen master server 1
\r
895 sv_master2 user-chosen master server 2
\r
896 sv_master3 user-chosen master server 3
\r
897 sv_master4 user-chosen master server 4
\r
898 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)
\r
899 sv_maxrate 10000 upper limit on client rate cvar, should reflect your network connection quality
\r
900 sv_maxspeed 320 maximum speed a player can accelerate to when on ground (can be exceeded by tricks)
\r
901 sv_maxvelocity 2000 universal speed limit on all entities
\r
902 sv_newflymove 0 enables simpler/buggier player physics (not recommended)
\r
903 sv_nostep 0 prevents MOVETYPE_STEP entities (monsters) from moving
\r
904 sv_playerphysicsqc 1 enables QuakeC function to override player physics
\r
905 sv_progs progs.dat selects which quakec progs.dat file to run
\r
906 sv_protocolname DP7 selects network protocol to host for (values include QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up)
\r
907 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
\r
908 sv_qwmaster1 user-chosen qwmaster server 1
\r
909 sv_qwmaster2 user-chosen qwmaster server 2
\r
910 sv_qwmaster3 user-chosen qwmaster server 3
\r
911 sv_qwmaster4 user-chosen qwmaster server 4
\r
912 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
\r
913 sv_ratelimitlocalplayer 0 whether to apply rate limiting to the local player in a listen server (only useful for testing)
\r
914 sv_sound_land demon/dland2.wav sound to play when MOVETYPE_STEP entity hits the ground at high speed (empty cvar disables the sound)
\r
915 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)
\r
916 sv_stepheight 18 how high you can step up (TW_SV_STEPCONTROL extension)
\r
917 sv_stopspeed 100 how fast you come to a complete stop
\r
918 sv_wallfriction 1 how much you slow down when sliding along a wall
\r
919 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
\r
920 sv_waterfriction -1 how fast you slow down, if less than 0 the sv_friction variable is used instead
\r
921 sys_colortranslation 0 terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation)
\r
922 sys_colortranslation 1 terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation)
\r
923 sys_specialcharactertranslation 1 terminal console conchars to ASCII translation (set to 0 if your conchars.tga is for an 8bit character set or if you want raw output)
\r
924 sys_ticrate 0.05 how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players)
\r
925 sys_usetimegettime 1 use windows timeGetTime function (which has issues on some motherboards) for timing rather than QueryPerformanceCounter timer (which has issues on multicore/multiprocessor machines and processors which are designed to conserve power)
\r
926 team none QW team (4 character limit, example: blue)
\r
927 teamplay 0 teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self
\r
928 temp1 0 general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)
\r
929 timeformat [%Y-%m-%d %H:%M:%S] time format to use on timestamped console messages
\r
930 timelimit 0 ends level at this time (in minutes)
\r
931 timestamps 0 prints timestamps on console messages
\r
932 v_brightness 0 brightness of black, useful for monitors that are too dark
\r
933 v_centermove 0.15 how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)
\r
934 v_centerspeed 500 how fast the view centers itself
\r
935 v_color_black_b 0 desired color of black
\r
936 v_color_black_g 0 desired color of black
\r
937 v_color_black_r 0 desired color of black
\r
938 v_color_enable 0 enables black-grey-white color correction curve controls
\r
939 v_color_grey_b 0.5 desired color of grey
\r
940 v_color_grey_g 0.5 desired color of grey
\r
941 v_color_grey_r 0.5 desired color of grey
\r
942 v_color_white_b 1 desired color of white
\r
943 v_color_white_g 1 desired color of white
\r
944 v_color_white_r 1 desired color of white
\r
945 v_contrast 1 brightness of white (values above 1 give a brighter image with increased color saturation, unlike v_gamma)
\r
946 v_deathtilt 1 whether to use sideways view when dead
\r
947 v_deathtiltangle 80 what roll angle to use when tilting the view while dead
\r
948 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
\r
949 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
\r
950 v_idlescale 0 how much of the quake 'drunken view' effect to use
\r
951 v_ipitch_cycle 1 v_idlescale pitch speed
\r
952 v_ipitch_level 0.3 v_idlescale pitch amount
\r
953 v_iroll_cycle 0.5 v_idlescale roll speed
\r
954 v_iroll_level 0.1 v_idlescale roll amount
\r
955 v_iyaw_cycle 2 v_idlescale yaw speed
\r
956 v_iyaw_level 0.3 v_idlescale yaw amount
\r
957 v_kickpitch 0.6 how much a view kick from damage pitches your view
\r
958 v_kickroll 0.6 how much a view kick from damage rolls your view
\r
959 v_kicktime 0.5 how long a view kick from damage lasts
\r
960 v_psycho 0 easter egg (does not work on Windows2000 or above)
\r
961 vid_bitsperpixel 32 how many bits per pixel to render at (32 or 16, 32 is recommended)
\r
962 vid_conheight 480 virtual height of 2D graphics system
\r
963 vid_conwidth 640 virtual width of 2D graphics system
\r
964 vid_dgamouse 1 make use of DGA mouse input
\r
965 vid_fullscreen 1 use fullscreen (1) or windowed (0)
\r
966 vid_grabkeyboard 1 whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards)
\r
967 vid_hardwaregammasupported 1 indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps)
\r
968 vid_height 480 resolution
\r
969 vid_minheight 0 minimum vid_height that is acceptable (to be set in default.cfg in mods)
\r
970 vid_minwidth 0 minimum vid_width that is acceptable (to be set in default.cfg in mods)
\r
971 vid_mouse 1 whether to use the mouse in windowed mode (fullscreen always does)
\r
972 vid_pixelheight 1 adjusts vertical field of vision to account for non-square pixels (1280x1024 on a CRT monitor for example)
\r
973 vid_refreshrate 60 refresh rate to use, in hz (higher values flicker less, if supported by your monitor)
\r
974 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
\r
975 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
\r
976 vid_width 640 resolution
\r
977 viewsize 100 how large the view should be, 110 disables inventory bar, 120 disables status bar
\r
978 volume 0.7 volume of sound effects
\r
982 Full console command list as of 2007-03-11:
\r
983 +attack begin firing
\r
984 +back move backward
\r
985 +button3 activate button3 (behavior depends on mod)
\r
986 +button4 activate button4 (behavior depends on mod)
\r
987 +button5 activate button5 (behavior depends on mod)
\r
988 +button6 activate button6 (behavior depends on mod)
\r
989 +button7 activate button7 (behavior depends on mod)
\r
990 +button8 activate button8 (behavior depends on mod)
\r
991 +button9 activate button9 (behavior depends on mod)
\r
992 +button10 activate button10 (behavior depends on mod)
\r
993 +button11 activate button11 (behavior depends on mod)
\r
994 +button12 activate button12 (behavior depends on mod)
\r
995 +button13 activate button13 (behavior depends on mod)
\r
996 +button14 activate button14 (behavior depends on mod)
\r
997 +button15 activate button15 (behavior depends on mod)
\r
998 +button16 activate button16 (behavior depends on mod)
\r
999 +forward move forward
\r
1001 +klook activate keyboard looking mode, do not recenter view
\r
1003 +lookdown look downward
\r
1004 +lookup look upward
\r
1005 +mlook activate mouse looking mode, do not recenter view
\r
1006 +movedown swim downward
\r
1007 +moveleft strafe left
\r
1008 +moveright strafe right
\r
1009 +moveup swim upward
\r
1011 +showscores show scoreboard
\r
1012 +speed activate run mode (faster movement and turning)
\r
1013 +strafe activate strafing mode (move instead of turn)
\r
1014 +use use something (may be used by some mods)
\r
1015 -attack stop firing
\r
1016 -back stop moving backward
\r
1017 -button3 deactivate button3
\r
1018 -button4 deactivate button4
\r
1019 -button5 deactivate button5
\r
1020 -button6 deactivate button6
\r
1021 -button7 deactivate button7
\r
1022 -button8 deactivate button8
\r
1023 -button9 deactivate button9
\r
1024 -button10 deactivate button10
\r
1025 -button11 deactivate button11
\r
1026 -button12 deactivate button12
\r
1027 -button13 deactivate button13
\r
1028 -button14 deactivate button14
\r
1029 -button15 deactivate button15
\r
1030 -button16 deactivate button16
\r
1031 -forward stop moving forward
\r
1032 -jump end jump (so you can jump again)
\r
1033 -klook deactivate keyboard looking mode
\r
1034 -left stop turning left
\r
1035 -lookdown stop looking downward
\r
1036 -lookup stop looking upward
\r
1037 -mlook deactivate mouse looking mode
\r
1038 -movedown stop swimming downward
\r
1039 -moveleft stop strafing left
\r
1040 -moveright stop strafing right
\r
1041 -moveup stop swimming upward
\r
1042 -right stop turning right
\r
1043 -showscores hide scoreboard
\r
1044 -speed deactivate run mode
\r
1045 -strafe deactivate strafing mode
\r
1046 -use stop using something
\r
1047 alias create a script function (parameters are passed in as $1 through $9, and $* for all parameters)
\r
1048 begin signon 3 (client asks server to start sending entities, and will go to signon 4 (playing) when the first entity update is received)
\r
1049 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)
\r
1050 bf briefly flashes a bright color tint on view (used when items are picked up)
\r
1051 bind binds a command to the specified key in bindmap 0
\r
1052 bottomcolor QW command to set bottom color without changing top color
\r
1053 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
\r
1054 cddrive select an SDL-detected CD drive by number
\r
1055 centerview gradually recenter view (stop looking up/down)
\r
1056 changelevel change to another level, bringing along all connected clients
\r
1057 changing sent by qw servers to tell client to wait for level change
\r
1058 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)
\r
1059 cl_areastats prints statistics on entity culling during collision traces
\r
1060 cl_begindownloads used internally by darkplaces client while connecting (causes loading of models and sounds or triggers downloads for missing ones)
\r
1061 cl_downloadbegin (networking) informs client of download file information, client replies with sv_startsoundload to begin the transfer
\r
1062 cl_downloadfinished signals that a download has finished and provides the client with file size and crc to check its integrity
\r
1063 cl_particles_reloadeffects reloads effectinfo.txt
\r
1064 clear clear console history
\r
1065 cmd send a console commandline to the server (used by some mods)
\r
1066 cmdlist lists all console commands beginning with the specified prefix
\r
1067 color change your player shirt and pants colors
\r
1068 condump output console history to a file (see also log_file)
\r
1069 connect connect to a server by IP address or hostname
\r
1070 curl download data from an URL and add to search path
\r
1071 cvar_lockdefaults stores the current values of all cvars into their default values, only used once during startup after parsing default.cfg
\r
1072 cvar_resettodefaults_all sets all cvars to their locked default values
\r
1073 cvar_resettodefaults_nosaveonly sets all non-saved cvars to their locked default values (variables that will not be saved to config.cfg)
\r
1074 cvar_resettodefaults_saveonly sets all saved cvars to their locked default values (variables that will be saved to config.cfg)
\r
1075 cvarlist lists all console variables beginning with the specified prefix
\r
1076 demos restart looping demos defined by the last startdemos command
\r
1077 dir list files in searchpath matching an * filename pattern, one per line
\r
1078 disconnect disconnect from server (or disconnect all clients if running a server)
\r
1079 download downloads a specified file from the server
\r
1080 echo print a message to the console (useful in scripts)
\r
1081 entities print information on network entities known to client
\r
1082 envmap render a cubemap (skybox) of the current scene
\r
1083 exec execute a script file
\r
1084 fly fly mode (flight)
\r
1085 fog set global fog parameters (density red green blue mindist maxdist)
\r
1086 force_centerview recenters view (stops looking up/down)
\r
1087 fs_rescan rescans filesystem for new pack archives and any other changes
\r
1088 fullinfo allows client to modify their userinfo
\r
1089 fullserverinfo internal use only, sent by server to client to update client's local copy of serverinfo string
\r
1090 gamedir changes active gamedir list (can take multiple arguments), not including base directory (example usage: gamedir ctf)
\r
1091 give alter inventory
\r
1092 gl_texturemode set texture filtering mode (GL_NEAREST, GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, etc)
\r
1093 god god mode (invulnerability)
\r
1094 heartbeat send a heartbeat to the master server (updates your server information)
\r
1095 help open the help menu
\r
1096 impulse send an impulse number to server (select weapon, use item, etc)
\r
1097 in_bind binds a command to the specified key in the selected bindmap
\r
1098 in_bindmap selects active foreground and background (used only if a key is not bound in the foreground) bindmaps for typing
\r
1099 in_unbind removes command on the specified key in the selected bindmap
\r
1100 joyadvancedupdate applies current joyadv* cvar settings to the joystick driver
\r
1101 kick kick a player off the server by number or name
\r
1102 kill die instantly
\r
1103 load load a saved game file
\r
1104 loadconfig reset everything and reload configs
\r
1105 loadsky load a skybox by basename (for example loadsky mtnsun_ loads mtnsun_ft.tga and so on)
\r
1106 locs_add add a point or box location (usage: x y z[ x y z] \
\r
1107 locs_clear remove all loc points/boxes
\r
1108 locs_reload reload .loc file for this map
\r
1109 locs_removenearest remove the nearest point or box (note: you need to be very near a box to remove it)
\r
1110 locs_save save .loc file for this map containing currently defined points and boxes
\r
1111 ls list files in searchpath matching an * filename pattern, multiple per line
\r
1112 map kick everyone off the server and start a new level
\r
1113 maps list information about available maps
\r
1114 maxplayers sets limit on how many players (or bots) may be connected to the server at once
\r
1115 memlist prints memory pool information (or if used as memlist 5 lists individual allocations of 5K or larger, 0 lists all allocations)
\r
1116 memstats prints memory system statistics
\r
1117 menu_credits open the credits menu
\r
1118 menu_fallback switch to engine menu (unload menu.dat)
\r
1119 menu_keys open the key binding menu
\r
1120 menu_load open the loadgame menu
\r
1121 menu_main open the main menu
\r
1122 menu_multiplayer open the multiplayer menu
\r
1123 menu_options open the options menu
\r
1124 menu_options_colorcontrol open the color control menu
\r
1125 menu_options_effects open the effects options menu
\r
1126 menu_options_graphics open the graphics options menu
\r
1127 menu_quit open the quit menu
\r
1128 menu_reset open the reset to defaults menu
\r
1129 menu_restart restart menu system (reloads menu.dat
\r
1130 menu_save open the savegame menu
\r
1131 menu_setup open the player setup menu
\r
1132 menu_singleplayer open the singleplayer menu
\r
1133 menu_transfusion_episode open the transfusion episode select menu
\r
1134 menu_transfusion_skill open the transfusion skill select menu
\r
1135 menu_video open the video options menu
\r
1136 messagemode input a chat message to say to everyone
\r
1137 messagemode2 input a chat message to say to only your team
\r
1138 modellist prints a list of loaded models
\r
1139 modelprecache load a model
\r
1140 name change your player name
\r
1141 net_slist query dp master servers and print all server information
\r
1142 net_slistqw query qw master servers and print all server information
\r
1143 net_stats print network statistics
\r
1144 nextul sends next fragment of current upload buffer (screenshot for example)
\r
1145 noclip noclip mode (flight without collisions, move through walls)
\r
1146 notarget notarget mode (monsters do not see you)
\r
1147 packet send a packet to the specified address:port containing a text string
\r
1148 path print searchpath (game directories and archives)
\r
1149 pause pause the game (if the server allows pausing)
\r
1150 pausedemo pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)
\r
1151 ping print ping times of all players on the server
\r
1152 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)
\r
1153 pings command sent by clients to request updated ping and packetloss of players on scoreboard (originally from QW, but also used on NQ servers)
\r
1154 play play a sound at your current location (not heard by anyone else)
\r
1155 play2 play a sound globally throughout the level (not heard by anyone else)
\r
1156 playdemo watch a demo file
\r
1157 playermodel change your player model
\r
1158 playerskin change your player skin number
\r
1159 playvideo play a .dpv video file
\r
1160 playvol play a sound at the specified volume level at your current location (not heard by anyone else)
\r
1161 pmodel change your player model choice (Nehahra specific)
\r
1162 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)
\r
1163 prespawn signon 1 (client acknowledges that server information has been received)
\r
1164 prvm_edict print all data about an entity number in the selected VM (server, client, menu)
\r
1165 prvm_edictcount prints number of active entities in the selected VM (server, client, menu)
\r
1166 prvm_edicts set a property on an entity number in the selected VM (server, client, menu)
\r
1167 prvm_edictset changes value of a specified property of a specified entity in the selected VM (server, client, menu)
\r
1168 prvm_fields prints usage statistics on properties (how many entities have non-zero values) in the selected VM (server, client, menu)
\r
1169 prvm_global prints value of a specified global variable in the selected VM (server, client, menu)
\r
1170 prvm_globals prints all global variables in the selected VM (server, client, menu)
\r
1171 prvm_globalset sets value of a specified global variable in the selected VM (server, client, menu)
\r
1172 prvm_printfunction prints a disassembly (QuakeC instructions) of the specified function in the selected VM (server, client, menu)
\r
1173 prvm_profile prints execution statistics about the most used QuakeC functions in the selected VM (server, client, menu)
\r
1174 quit quit the game
\r
1175 r_editlights_clear removes all world lights (let there be darkness!)
\r
1176 r_editlights_copyinfo store a copy of all properties (except origin) of the selected light
\r
1177 r_editlights_edit changes a property on the selected light
\r
1178 r_editlights_editall changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)
\r
1179 r_editlights_help prints documentation on console commands and variables in rtlight editing system
\r
1180 r_editlights_importlightentitiesfrommap load lights from .ent file or map entities (ignoring .rtlights or .lights file)
\r
1181 r_editlights_importlightsfile load lights from .lights file (ignoring .rtlights or .ent files and map entities)
\r
1182 r_editlights_pasteinfo apply the stored properties onto the selected light (making it exactly identical except for origin)
\r
1183 r_editlights_reload reloads rtlights file (or imports from .lights file or .ent file or the map itself)
\r
1184 r_editlights_remove remove selected light
\r
1185 r_editlights_save save .rtlights file for current level
\r
1186 r_editlights_spawn creates a light with default properties (let there be light!)
\r
1187 r_editlights_togglecorona toggle on/off the corona option on the selected light
\r
1188 r_editlights_toggleshadow toggle on/off the shadow option on the selected light
\r
1189 r_glsl_restart unloads GLSL shaders, they will then be reloaded as needed
\r
1190 r_listmaptextures list all textures used by the current map
\r
1191 r_replacemaptexture override a map texture for testing purposes
\r
1192 r_restart restarts renderer
\r
1193 r_shadow_help prints documentation on console commands and variables used by realtime lighting and shadowing system
\r
1194 r_texturestats print information about all loaded textures and some statistics
\r
1195 rate change your network connection speed
\r
1196 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)
\r
1197 reconnect reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)
\r
1198 record record a demo
\r
1199 restart restart current level
\r
1200 save save the game to a file
\r
1201 saveconfig save settings to config.cfg immediately (also automatic when quitting)
\r
1202 say send a chat message to everyone on the server
\r
1203 say_team send a chat message to your team on the server
\r
1204 screenshot takes a screenshot of the next rendered frame
\r
1205 sendcvar sends the value of a cvar to the server as a sentcvar command, for use by QuakeC
\r
1206 set create or change the value of a console variable
\r
1207 seta create or change the value of a console variable that will be saved to config.cfg
\r
1208 setinfo modifies your userinfo
\r
1209 sizedown decrease view size (decreases viewsize cvar)
\r
1210 sizeup increase view size (increases viewsize cvar)
\r
1211 skins downloads missing qw skins from server
\r
1212 snd_unloadallsounds unload all sound files
\r
1213 snd_restart restart sound system
\r
1214 soundinfo print sound system information (such as channels and speed)
\r
1215 soundlist list loaded sounds
\r
1216 spawn signon 2 (client has sent player information, and is asking server to send scoreboard rankings)
\r
1217 startdemos start playing back the selected demos sequentially (used at end of startup script)
\r
1218 status print server status information
\r
1219 stop stop recording or playing a demo
\r
1220 stopdemo stop playing or recording demo (like stop command) and return to looping demos
\r
1221 stopdownload terminates a download
\r
1223 stopul aborts current upload (screenshot for example)
\r
1224 stopvideo stop playing a .dpv video file
\r
1225 stuffcmds execute commandline parameters (must be present in quake.rc script)
\r
1226 sv_areastats prints statistics on entity culling during collision traces
\r
1227 sv_saveentfile save map entities to .ent file (to allow external editing)
\r
1228 sv_startdownload begins sending a file to the client (network protocol use only)
\r
1229 tell send a chat message to only one person on the server
\r
1230 timedemo play back a demo as fast as possible and save statistics to benchmark.log
\r
1231 timerefresh turn quickly and print rendering statistcs
\r
1232 toggle toggles a console variable's values (use for more info)
\r
1233 toggleconsole opens or closes the console
\r
1234 togglemenu opens or closes menu
\r
1235 topcolor QW command to set top color without changing bottom color
\r
1236 unbind removes a command on the specified key in bindmap 0
\r
1237 unbindall removes all commands from all keys in all bindmaps (leaving only shift-escape and escape)
\r
1238 user prints additional information about a player number or name on the scoreboard
\r
1239 users prints additional information about all players on the scoreboard
\r
1240 v_cshift sets tint color of view
\r
1241 version print engine version
\r
1242 vid_restart restarts video system (closes and reopens the window, restarts renderer)
\r
1243 viewframe change animation frame of viewthing entity in current level
\r
1244 viewmodel change model of viewthing entity in current level
\r
1245 viewnext change to next animation frame of viewthing entity in current level
\r
1246 viewprev change to previous animation frame of viewthing entity in current level
\r
1247 wait make script execution wait for next rendered frame
\r
1248 which accepts a file name as argument and reports where the file is taken from
\r
1251 How to install Quake on Windows:
\r
1252 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.
\r
1254 How to deal with a DOS Quake CD on Windows:
\r
1255 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 )
\r
1257 How to deal with a WinQuake CD on Windows:
\r
1258 Copy the D:\Data\id1\pak0.pak and pak1.pak to your id1 directory.
\r
1260 How to deal with a Linux Quake CD on Windows:
\r
1261 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.
\r
1265 How to install Quake on Linux:
\r
1266 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:
\r
1269 ./darkplaces-sdl $*
\r
1270 Then do chmod +x ~/bin/darkplaces
\r
1272 For more information on Quake installation on Linux see http://www.tldp.org/HOWTO/Quake-HOWTO.html" (the Linux Quake How To)
\r
1274 How to deal with a DOS Quake CD on Linux:
\r
1275 cat /media/cdrom/resource.001 /media/cdrom/resource.002 >quake.lha
\r
1277 If you can't get unlha or lha for your distribution, try using DOSBox to run the Quake installer.
\r
1279 How to deal with a WinQuake CD on Linux:
\r
1280 Copy the /media/cdrom/data/id1/pak*.pak to your id1 directory.
\r
1282 How to deal with a Linux Quake CD on Linux:
\r
1285 # in the following line replace quake.rpm with a correct rpm filename
\r
1286 cat /media/cdrom/quake.rpm | rpm2cpio | cpio -i
\r
1287 Now you should have a mess of subdirectories, locate the pak files and copy to your id1 directory.
\r
1288 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.
\r
1292 How to install Quake on Mac OS X:
\r
1293 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
\r
1295 How to deal with a DOS Quake CD on Mac OS X:
\r
1296 Unknown. Linux solution may work if you can get hold of lha, otherwise use DOSBox to run the Quake installer.
\r
1298 How to deal with a WinQuake CD on Mac OS X:
\r
1299 Find the data folder on the cdrom and copy the data/id1/pak*.pak files to your id1 folder.
\r
1301 How to deal with a Linux Quake CD on Mac OS X:
\r
1302 Unknown. If you can get hold of rpm2cpio and cpio you should be able to follow the Linux method.
\r
1307 Tomaz for adding features, fixing many bugs, and being generally helpful.
\r
1308 Andreas 'Black' Kirsch for much work on the QuakeC VM (menu.dat, someday clprogs.dat) and other contributions.
\r
1309 Mathieu 'Elric' Olivier for much work on the sound engine (especially the Ogg vorbis support)
\r
1310 MoALTz for some bugfixes and cleanups
\r
1311 Joseph Caporale for adding 5 mouse button support.
\r
1312 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.
\r
1313 Zombie for making great levels and general DarkPlaces publicity.
\r
1314 FrikaC for FrikQCC and FrikBot and general community support.
\r
1315 Transfusion Project for recreating Blood in the world of Quake.
\r
1316 de-we for the great icons.
\r
1317 |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).
\r
1318 VorteX for the DP_QC_GETTAGINFO extension.
\r
1319 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).
\r
1322 Shader parameters for DP's own features:
\r
1323 - dp_reflect <distort> <r> <g> <b> <a>
\r
1324 Makes surfaces of this shader reflective with r_water. The reflection is
\r
1325 alpha blended on the texture with the given alpha, and modulated by the given
\r
1326 color. distort is used in conjunction with the normalmap to simulate a
\r
1327 nonplanar water surface.
\r
1328 - dp_refract <distort> <r> <g> <b>
\r
1329 Makes surfaces of this shader refractive with r_water. The refraction
\r
1330 replaces the transparency of the texture. distort is used in conjunction with
\r
1331 the normalmap to simulate a nonplanar water surface.
\r
1332 - dp_water <reflectmin> <reflectmax> <refractdistort> <reflectdistort> <refractr> <refractg> <refractb> <reflectr> <reflectg> <reflectb> <alpha>
\r
1333 This combines the effects of dp_reflect and dp_refract to simulate a water
\r
1334 surface. However, the refraction and the reflection are mixed using a Fresnel
\r
1335 equation that makes the amount of reflection slide from reflectmin when
\r
1336 looking parallel to the water to reflectmax when looking directly into the
\r
1337 water. The result of this reflection/refraction mix is then layered BELOW the
\r
1338 texture of the shader, so basically, it "fills up" the alpha values of the
\r
1339 water. The alpha value is a multiplicator for the alpha value on the texture
\r
1340 - set this to a small value like 0.1 to emphasize the reflection and make
\r
1341 the water transparent; but if r_water is 0, alpha isn't used, so the water can
\r
1342 be very visible then too.
\r
1343 - tcmod page <width> <height> <delay>
\r
1344 The texture is shifted by 1/<width> every <delay> seconds, and by 1/<height>
\r
1345 every <delay>*<width> seconds. It is some sort of animmap replacement that keeps
\r
1346 all animation frames in a single texture.
\r
1347 To use it, make a texture with the frames aligned in a grid like this:
\r
1350 then align it in Radiant so only one of the animation frames can be seen on
\r
1351 the surface, and specify "tcmod page 4 2 0.1". DP will then display the frames
\r
1352 in order and the cycle will repeat every 0.8 seconds.
\r