r_hdr_scenebrightness 1 global rendering brightness\r
r_lerpimages 1 bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0)\r
r_lerpmodels 1 enables animation smoothing on models\r
-r_lerpsprites 1 enables animation smoothing on sprites (requires r_lerpmodels 1)\r
+r_lerpsprites 1 enables animation smoothing on sprites\r
r_letterbox 0 reduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes)\r
r_lightmaprgba 1 whether to use RGBA (32bit) or RGB (24bit) lightmaps\r
r_lightningbeam_color_blue 1 color of the lightning beam effect\r
sv_clmovement_enable 1 whether to allow clients to use cl_movement prediction, which can cause choppy movement on the server which may annoy other players\r
sv_clmovement_minping 0 if client ping is below this time in milliseconds, then their ability to use cl_movement prediction is disabled for a while (as they don't need it)\r
sv_clmovement_minping_disabletime 1000 when client falls below minping, disable their prediction for this many milliseconds (should be at least 1000 or else their prediction may turn on/off frequently)\r
-sv_clmovement_waitforinput 16 when a client does not send input for this many frames, force them to move anyway (unlike QuakeWorld)\r
+sv_clmovement_inputtimeout 0.2 when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld)\r
sv_cullentities_nevercullbmodels 0 if enabled the clients are always notified of moving doors and lifts and other submodels of world (warning: eats a lot of network bandwidth on some levels!)\r
sv_cullentities_pvs 1 fast but loose culling of hidden entities\r
sv_cullentities_stats 0 displays stats on network entities culled by various methods for each client\r
- set this to a small value like 0.1 to emphasize the reflection and make\r
the water transparent; but if r_water is 0, alpha isn't used, so the water can\r
be very visible then too.\r
+- tcmod page <width> <height> <delay>\r
+ The texture is shifted by 1/<width> every <delay> seconds, and by 1/<height>\r
+ every <delay>*<width> seconds. It is some sort of animmap replacement that keeps\r
+ all animation frames in a single texture.\r
+ To use it, make a texture with the frames aligned in a grid like this:\r
+ 1 2 3 4\r
+ 5 6 7 8\r
+ then align it in Radiant so only one of the animation frames can be seen on\r
+ the surface, and specify "tcmod page 4 2 0.1". DP will then display the frames\r
+ in order and the cycle will repeat every 0.8 seconds.\r