cl_movement_edgefriction 2 how much to slow down when you may be about to fall off a ledge (should match edgefriction)\r
cl_movement_friction 4 how fast you slow down (should match sv_friction)\r
cl_movement_jumpvelocity 270 how fast you move upward when you begin a jump (should match the quakec code)\r
-cl_movement_latency 0 compensates for this much latency (ping time) on quake servers which do not really support prediction, no effect on darkplaces7 protocol servers or quakeworld servers\r
cl_movement_maxairspeed 30 how fast you can move while in the air (should match sv_maxairspeed)\r
cl_movement_maxspeed 320 how fast you can move (should match sv_maxspeed)\r
cl_movement_stepheight 18 how tall a step you can step in one instant (should match sv_stepheight)\r
cl_stainmaps_clearonload 1 clear stainmaps on map restart\r
cl_stairsmoothspeed 160 how fast your view moves upward/downward when running up/down stairs\r
cl_upspeed 400 vertical movement speed (while swimming or flying)\r
-cl_viewmodel_scale 0.3 changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible\r
+cl_viewmodel_scale 1 changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible\r
cl_yawspeed 140 keyboard yaw turning speed\r
cmdline 0 contains commandline the engine was launched with\r
collision_endnudge 0 how much to bias collision trace end\r
collision_prefernudgedfraction 1 whether to sort collision events by nudged fraction (1) or real fraction (0)\r
collision_startnudge 0 how much to bias collision trace start\r
con_closeontoggleconsole 1 allows toggleconsole binds to close the console as well\r
+con_chat 0 how many chat lines to show in a dedicated chat area\r
+con_chatpos 0 where to put chat (negative: lines from bottom of screen, positive: lines below notify, 0: at top)\r
+con_chatsize 8 chat text size in virtual 2D pixels\r
+con_chattime 30 how long chat lines last, in seconds\r
+con_chatwidth 1.0 relative chat window width\r
con_notify 4 how many notify lines to show (0-32)\r
+con_notifyalign 3 how to align notify lines: 0 = left, 0.5 = center, 1 = right, empty string = game default)\r
+con_notifysize 8 notify text size in virtual 2D pixels\r
con_notifytime 3 how long notify lines last, in seconds\r
con_textsize 8 console text size in virtual 2D pixels\r
coop 0 coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)\r
prvm_statementprofiling 0 counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled)\r
prvm_traceqc 0 prints every QuakeC statement as it is executed (only for really thorough debugging!)\r
qport 0 identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)\r
-r_ambient 0 brighter world cheat (not allowed in multiplayer), value is 0-128\r
+r_ambient 0 brightens map, value is 0-128\r
r_batchmode 1 selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)\r
r_bloom 0 enables bloom effect (makes bright pixels affect neighboring pixels)\r
r_bloom_blur 4 how large the glow is\r
r_editlights_cursorpushoff 4 how far to push the cursor off the impacted surface\r
r_editlights_quakelightsizescale 1 changes size of light entities loaded from a map\r
r_explosionclip 1 enables collision detection for explosion shell (so that it flattens against walls and floors)\r
-r_fullbright 0 make everything bright cheat (not allowed in multiplayer)\r
+r_fullbright 0 makes map very bright and renders faster\r
r_fullbrights 1 enables glowing pixels in quake textures (changes need r_restart to take effect)\r
r_glsl 1 enables use of OpenGL 2.0 pixel shaders for lighting\r
r_glsl_deluxemapping 1 use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)\r
r_shadow_realtime_world_compileportalculling 1 enables portal-based culling optimization during compilation\r
r_shadow_realtime_world_compileshadow 1 enables compilation of shadows from world lights for higher performance rendering\r
r_shadow_realtime_world_compilesvbsp 1 enables svbsp optimization during compilation\r
-r_shadow_realtime_world_dlightshadows 1 enables shadows from dynamic lights when using full world lighting\r
r_shadow_realtime_world_lightmaps 0 brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance\r
r_shadow_realtime_world_shadows 1 enables rendering of shadows from world lights\r
r_shadow_scissor 1 use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)\r
-r_shadow_shadow_polygonfactor 0 how much to enlarge shadow volume polygons when rendering (should be 0!)\r
-r_shadow_shadow_polygonoffset 1 how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)\r
+r_shadow_polygonfactor 0 how much to enlarge shadow volume polygons when rendering (should be 0!)\r
+r_shadow_polygonoffset 1 how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)\r
r_shadow_texture3d 1 use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)\r
r_shadows 0 casts fake stencil shadows from models onto the world (rtlights are unaffected by this)\r
r_shadows_throwdistance 500 how far to cast shadows from models\r
showfps 0 shows your rendered fps (frames per second)\r
showpause 1 show pause icon when game is paused\r
showram 1 show ram icon if low on surface cache memory (not used)\r
+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
showtime 0 shows current time of day (useful on screenshots)\r
showtime_format %H:%M:%S format string for time of day\r
showturtle 0 show turtle icon when framerate is too low (not used)\r
vid_bitsperpixel 32 how many bits per pixel to render at (32 or 16, 32 is recommended)\r
vid_conheight 480 virtual height of 2D graphics system\r
vid_conwidth 640 virtual width of 2D graphics system\r
-vid_dga 1 make use of DGA mouse input\r
-vid_dga_mouseaccel 1 speed of mouse when using DGA mouse input\r
+vid_dgamouse 1 make use of DGA mouse input\r
vid_fullscreen 1 use fullscreen (1) or windowed (0)\r
-vid_grabkeyboard 0 whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards)\r
+vid_grabkeyboard 1 whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards)\r
vid_hardwaregammasupported 1 indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps)\r
vid_height 480 resolution\r
vid_minheight 0 minimum vid_height that is acceptable (to be set in default.cfg in mods)\r
-use stop using something\r
alias create a script function (parameters are passed in as $1 through $9, and $* for all parameters)\r
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
-bestweapon send an impulse number to server to select the first usable weapon out of several (example: 87654321)\r
+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
bf briefly flashes a bright color tint on view (used when items are picked up)\r
bind binds a command to the specified key in bindmap 0\r
bottomcolor QW command to set bottom color without changing top color\r
centerview gradually recenter view (stop looking up/down)\r
changelevel change to another level, bringing along all connected clients\r
changing sent by qw servers to tell client to wait for level change\r
+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
cl_areastats prints statistics on entity culling during collision traces\r
cl_begindownloads used internally by darkplaces client while connecting (causes loading of models and sounds or triggers downloads for missing ones)\r
cl_downloadbegin (networking) informs client of download file information, client replies with sv_startsoundload to begin the transfer\r
envmap render a cubemap (skybox) of the current scene\r
exec execute a script file\r
fly fly mode (flight)\r
-fog set global fog parameters (density red green blue)\r
+fog set global fog parameters (density red green blue mindist maxdist)\r
force_centerview recenters view (stops looking up/down)\r
fs_rescan rescans filesystem for new pack archives and any other changes\r
fullinfo allows client to modify their userinfo\r
sizedown decrease view size (decreases viewsize cvar)\r
sizeup increase view size (increases viewsize cvar)\r
skins downloads missing qw skins from server\r
-snd_reload reload all sound files\r
+snd_unloadallsounds unload all sound files\r
snd_restart restart sound system\r
soundinfo print sound system information (such as channels and speed)\r
soundlist list loaded sounds\r
|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
VorteX for the DP_QC_GETTAGINFO extension.\r
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
+\r
+\r
+Shader parameters for DP's own features:\r
+- dp_reflect <distort> <r> <g> <b> <a>\r
+ Makes surfaces of this shader reflective with r_water. The reflection is\r
+ alpha blended on the texture with the given alpha, and modulated by the given\r
+ color. distort is used in conjunction with the normalmap to simulate a\r
+ nonplanar water surface.\r
+- dp_refract <distort> <r> <g> <b>\r
+ Makes surfaces of this shader refractive with r_water. The refraction\r
+ replaces the transparency of the texture. distort is used in conjunction with\r
+ the normalmap to simulate a nonplanar water surface.\r
+- dp_water <reflectmin> <reflectmax> <refractdistort> <reflectdistort> <refractr> <refractg> <refractb> <reflectr> <reflectg> <reflectb> <alpha>\r
+ This combines the effects of dp_reflect and dp_refract to simulate a water\r
+ surface. However, the refraction and the reflection are mixed using a Fresnel\r
+ equation that makes the amount of reflection slide from reflectmin when\r
+ looking parallel to the water to reflectmax when looking directly into the\r
+ water. The result of this reflection/refraction mix is then layered BELOW the\r
+ texture of the shader, so basically, it "fills up" the alpha values of the\r
+ water. The alpha value is a multiplicator for the alpha value on the texture\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