1 DarkPlaces engine readme : updated 20070311:
\r
3 About the DarkPlaces glquake engine:
\r
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.
\r
6 DarkPlaces engine is the result, I hope everyone likes it.
\r
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.
\r
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)
\r
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).
\r
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).
\r
23 Visit the Effects Options submenu of Options, and check out the options.
\r
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).
\r
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.
\r
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.
\r
37 Quake : -quake, this is active by default, gamedirs: id1
\r
38 Quake: Scourge of Armagon : -hipnotic or hipnotic in executable name or path, gamedirs: hipnotic, id1
\r
39 Quake: Dissolution of Eternity : -rogue or rogue in executable name or path, gamedirs: rogue, id1
\r
40 Nexuiz : -nexuiz or nexuiz in executable name or path, gamedirs: data
\r
41 Nehahra : -nehahra or nehahra in executable name or path, gamedirs: nehahra, id1
\r
42 GoodVsBad2 : -goodvsbad2 or gvb2 in executable name or path, gamedirs: rts
\r
43 BattleMech : -battlemech or battlemech in executable name or path, gamedirs: base
\r
44 PrydonGate : -prydon or prydon in executable name or path, gamedirs: prydon
\r
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.
\r
50 Redesigned effects including smoke, blood, bubbles and explosions.
\r
51 Better looking dynamic lights.
\r
52 External texture support (see Replacement Content section below)
\r
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)
\r
54 .rtlights file support (improves performance/appearance of realtime lighting)
\r
55 .rtlights file editing (see r_editlights_help in game)
\r
56 Alpha blended sprites (instead of glquake's masked sprites).
\r
57 Interpolated entity movement and animations (both models and sprites).
\r
58 Overbright and fullbright support on walls and models (like winquake).
\r
59 Colormapping support on any q1 model (like winquake).
\r
60 Fog (set with "fog density red green blue" command)
\r
61 Skybox (loadsky "mtnsun_" will load "env/mtnsun_ft.tga" and so on).
\r
62 Sky rendering improved (no more glquake distortion).
\r
63 Sky polygons obscure geometry just like in winquake.
\r
64 Color calibration menu to ensure a proper Quake experience.
\r
65 Improved model lighting (directional shading).
\r
66 No messy .ms2 model mesh files (no glquake dir anymore either).
\r
67 New improved crosshair (team color coded).
\r
68 Improved image loading (smoother menus and such).
\r
69 Ability to disable particle effects (cl_particles* cvars).
\r
70 Decals (cl_decals cvar to enable).
\r
71 Stainmaps (cl_stainmap cvar to enable).
\r
72 Sorted transparent stuff to render better.
\r
73 Improved multitexture support (r_textureunits (1-4 supported), needs gl_combine 1 because of overbright)
\r
74 Improved chase cam (chase_active 1 no longer goes into walls)
\r
75 More configurable console background (scr_conalpha and scr_conbrightness)
\r
76 Optional fullbrights (r_fullbrights 0/1 followed by r_restart)
\r
77 Dynamic Farclip (no distance limits in huge maps)
\r
78 Improved gl_flashblend (now renders a corona instead of an ugly blob)
\r
79 DynamicLight coronas (more realism)
\r
80 Transparent statusbar (sbar_alpha) that does not block your view as much.
\r
81 No 8bit texture uploads (fixes 'green' walls in the distance).
\r
82 Fixed view blends (glquake was quite broken).
\r
83 JPEG texture support using libjpeg (Thanks Elric)
\r
84 Video Options, Color Control, and Effects Options menus added, and more options.
\r
85 .dlit file support (produced by hmap2 -light) for fast per-pixel lighting without shadowing.
\r
86 pointfile command is improved (for leak finding in maps when you have a .pnt file from a failed qbsp compile)
\r
87 configurable particle effects (effectinfo.txt, can be reloaded at any time by cl_particles_reloadeffects command for quick testing)
\r
88 fixed envmap command (makes a skybox of the current scene)
\r
93 Ogg and wav file overrides for cd tracks (example: sound/cdtracks/track01.ogg or .wav) (Thanks Elric)
\r
94 Streaming ogg sounds to save memory (Ogg sounds over a certain size are streamed automatically) (Thanks Elric)
\r
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)
\r
96 Stereo sound file support (useful for cd tracks)
\r
97 7.1 surround sound mixing support (snd_channels cvar selects how many to use, default 2 for stereo)
\r
104 -benchmark option to run automated timedemo benchmarks (-benchmark demo1 does +timedemo demo1 and quits immediately when finished)
\r
105 timedemo automatically puts results in gamedir/benchmark.log
\r
106 Slightly improved aiming on quake servers (does not support proquake aiming).
\r
107 -sndspeed samplerate (default: 44100, quake used 11025)
\r
108 snd_swapstereo cvar (for people with backwards SB16 sound cards)
\r
109 Saves video settings to config and restores them properly
\r
110 Ability to change video settings during game (video options menu or vid_* cvars)
\r
112 Sends 20fps network packets to improve modem play instead of one per frame. (sys_ticrate controls network framerate)
\r
113 Allow skin colormaps 14 and 15 (freaky :)
\r
114 Longer chat messages.
\r
115 No more 72fps limit, cl_maxfps lets you decide.
\r
116 Support for more mouse buttons (mouse1-mouse16, mwheelup/mwheeldown are aliases to mouse4 and mouse5).
\r
117 Server browser for public (sv_public 1) darkplaces servers as well as quakeworld servers.
\r
118 log_file cvar to log console messages to a file.
\r
119 condump command to dump recent console history to a file.
\r
120 PK3 archive support with compression support using zlib (Thanks Elric)
\r
121 maps command lists installed maps
\r
122 tab completion of map names on map/changelevel commands
\r
123 tab completion of rcon commands
\r
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)
\r
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)
\r
126 Options menu "Reset to Defaults" option works better than in Quake
\r
127 cvarlist and cmdlist commands
\r
128 improved tab completion of commands and cvars, with default value and description listed
\r
129 curl command (downloads a URL to a pk3 archive and loads it)
\r
130 fs_rescan command (allows you to load a newly installed pak/pk3 archive without quitting the game)
\r
131 saveconfig command (allows you to save settings before quitting the game, mostly useful when debugging the engine if you expect it to crash)
\r
132 gamedir command to change current mod (only works while disconnected).
\r
133 QuakeWorld support.
\r
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).
\r
135 Support for ProQuake .loc files (locs/e1m1.loc or maps/e1m1.loc)
\r
136 Support for QIZMO .loc files (maps/e1m1.loc)
\r
137 Ingame editing of .loc files using locs_* commands (locs_save saves a new .loc file to maps directory)
\r
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)
\r
139 ls and dir commands to list files in the Quake virtual filesystem (useful to find files inside paks)
\r
140 toggle command allows you to use a single bind to toggle a cvar between 0 and 1
\r
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")
\r
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)
\r
143 ping display in scoreboard, even on Quake servers (on DarkPlaces servers it also shows packet loss)
\r
148 Allows clients to connect through firewalls (automatic feature)
\r
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)
\r
150 More accurate movement and precise aiming.
\r
151 255 player support.
\r
152 sv_cheats cvar controls cheats (no longer based on deathmatch).
\r
153 slowmo cvar controls game speed.
\r
154 No crash with the buggy 'teleport train' in shub's pit.
\r
155 Allow skin colormaps 14 and 15 (freaky :)
\r
156 sys_ticrate applies to listen (client) servers as well as dedicated.
\r
157 sv_public cvar to advertise to master server.
\r
158 log_file cvar to log console messages to a file.
\r
159 condump command to dump recent console history to a file.
\r
160 PK3 archive support with compression support using zlib (Thanks Elric)
\r
161 Option to prevent wallhacks from working (sv_cullentities_trace 1).
\r
162 Selectable protocol (sv_protocolname QUAKE for example allows quake clients to play, default is sv_protocolname DP7 or a later protocol)
\r
163 Automatic file downloads to DarkPlaces clients.
\r
164 Ability to send URLs to DarkPlaces clients to download pk3 archives needed to play on this server.
\r
165 rcon support for remote administration by trusted clients with matching rcon_password, or external quakeworld rcon tools
\r
166 prvm_edictset, prvm_global, prvm_globals, and prvm_globalset commands aid in QuakeC debugging
\r
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
\r
168 prvm_profile command gives call count and estimated builtin-function cost
\r
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
\r
170 sys_specialcharactertranslation controls processing of special Quake characters to make colored names more readable in terminal output
\r
175 HalfLife map support (place your HalfLife wads in quake/id1/textures/ or quake/MODDIR/textures/ as the maps need them)
\r
176 Larger q1 and hl map size of +-32768 units.
\r
177 Colored lighting (.lit support) for q1 maps.
\r
178 Q3 map support (no shaders though), with no limits.
\r
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)
\r
180 Optimized QuakeC interpreter so mods run faster.
\r
181 Bounds checking QuakeC interpreter so mods can't do naughty things with memory.
\r
182 Warnings for many common QuakeC errors.
\r
183 Unprecached models are now a warning (does not kill the server anymore).
\r
184 External texture support (see dpextensions.qc DP_GFX_EXTERNALTEXTURES).
\r
185 Fog ("fog" key in worldspawn, same parameters as fog command).
\r
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).
\r
187 Skybox ("sky" key in worldspawn, works like loadsky and quake2).
\r
188 Stereo wav sounds supported.
\r
189 Ogg Vorbis sounds supported. (Thanks Elric)
\r
190 ATTN_NONE sounds are no longer directional (good for music).
\r
191 play2 sound testing command (ATTN_NONE variant of play).
\r
192 r_texturestats and memstats and memlist commands to give memory use info.
\r
193 Lighting on sprites (put ! anywhere in sprite filename to enable).
\r
194 More r_speeds info (now a transparent overlay instead of spewing to console).
\r
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).
\r
196 More sound channels.
\r
197 More dynamic lights (32 changed to 256).
\r
198 More precached models and sounds (256 changed to 4096).
\r
199 Many more features documented in dpextensions.qc. (bullet tracing on models, qc player input, etc)
\r
204 Formats supported: tga (recommended), png (loads very slowly), jpg (loads slowly), pcx, wal, lmp
\r
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).
\r
208 All texture layers are optional except diffuse (the others are NOT loaded without it)
\r
211 progs/player.mdl_0.tga - diffuse
\r
212 progs/player.mdl_0_norm.tga - normalmap (can have alpha channel with bumpmap height for offsetmapping/reliefmapping)
\r
213 progs/player.mdl_0_bump.tga - bumpmap (not loaded if normalmap is present)
\r
214 progs/player.mdl_0_glow.tga - glow map (use _luma if tenebrae compatibility is a concern)
\r
215 progs/player.mdl_0_luma.tga - alternate tenebrae-compatible name for glow map (use one or the other)
\r
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)
\r
217 progs/player.mdl_0_shirt.tga - shirt image, same type as pants
\r
219 Replacing textures in specific maps:
\r
220 textures/e1m1/ecop1_6.tga
\r
221 textures/e1m1/ecop1_6_norm.tga
\r
222 textures/e1m1/ecop1_6_bump.tga
\r
223 textures/e1m1/ecop1_6_glow.tga
\r
224 textures/e1m1/ecop1_6_luma.tga
\r
225 textures/e1m1/ecop1_6_pants.tga - pants and shirt layers are possible on bmodel entities with quakec modifications to set their .colormap field
\r
226 textures/e1m1/ecop1_6_shirt.tga
\r
228 Replacing textures in all maps:
\r
230 textures/quake_norm.tga
\r
231 textures/quake_bump.tga
\r
232 textures/quake_glow.tga
\r
233 textures/quake_luma.tga
\r
234 textures/quake_pants.tga
\r
235 textures/quake_shirt.tga
\r
237 Replacing hud and menu pictures:
\r
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
\r
243 How to make .skin files for multiple skins on a Quake3 (md3) or DarkPlacesModel (dpm) model:
\r
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...
\r
245 torso,progs/player_default.tga says that the model part named "torso" should use the image progs/player_default.tga
\r
246 gun,progs/player_default.tga says that the model part named "gun" should use the image progs/player_default.tga
\r
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
\r
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
\r
249 tag_torso, second tag name
\r
250 tag_weapon, third tag name
\r
252 How to install a soundtrack in ogg format
\r
253 These files must be in ogg or wav format, and numbers begin at 002 if you wish to replace (or install) the Quake cd music - since track 001 was the Quake data track.</p>
\r
254 quake/id1/sound/cdtracks/002.ogg replacement track for "cd loop 2"
\r
255 quake/id1/sound/cdtracks/003.ogg replacement track for "cd loop 3"
\r
257 Example list of filenames:
\r
258 quake/id1/progs/player.mdl replaces the player model)
\r
259 quake/id1/progs/player.mdl_0.skin text file that specifies textures to use on an md3 model)
\r
260 quake/id1/progs/player_default.tga texture referenced by the .skin, make sure that any special parts of this are black, like pants should be black here otherwise you get pink pants when you use a red color ingame)
\r
261 quake/id1/progs/player_default_pants.tga white pants area of the skin, this is colored by the engine according to your color settings, additive blended (which is called "Screen" mode in Photoshop if you wish to preview the layers))
\r
262 quake/id1/progs/player_default_shirt.tga white shirt area of the skin, similar to pants described above)
\r
263 quake/id1/progs/player_default_norm.tga normalmap texture for player_default, alpha channel can contain a heightmap for offsetmapping (r_glsl_offsetmapping 1 in console) to use, alternatively you can use _bump.tga instead of this which is only a heightmap and the engine will generate the normalmap for you)
\r
264 quake/id1/progs/player_default_gloss.tga glossmap (shiny areas) for player_default)
\r
265 quake/id1/progs/player_default_glow.tga glowmap (glowing stuff) for player_default, this is fullbrights and such, be sure the corresponding pixels are black in the player_default.tga, because just like pants/shirt this is additive blended)
\r
266 quake/id1/textures/quake.tga replaces the quake logo on the arch in start.bsp)
\r
267 quake/id1/textures/quake_norm.tga same as for a player)
\r
268 quake/id1/textures/quake_gloss.tga same as for a player)
\r
269 quake/id1/textures/#water1.tga replaces *water1 texture in the maps, # is used instead of * in filenames)
\r
270 quake/id1/gfx/conchars.tga replacement font image, this was in gfx.wad in quake)
\r
271 quake/id1/gfx/conback.tga replacement console background, just like in quake)
\r
272 quake/id1/gfx/mainmenu.tga replacement main menu image, just like in quake)
\r
273 quake/id1/maps/b_bh25.bsp replacement for normal health pack, for example this could be an md3 model instead)
\r
274 quake/id1/sound/cdtracks/002.ogg replacement track for "cd loop 2"
\r
275 quake/id1/sound/cdtracks/003.ogg replacement track for "cd loop 3"
\r
279 Commandline options as of 2007-03-11:
\r
280 BSD GLX: -gl_driver drivername selects a GL driver library, default is libGL.so.1, useful only for using fxmesa or similar, if you don't know what this is for, you don't need it
\r
281 BSD GLX: -nogetprocaddress disables GLX_ARB_get_proc_address (not required, more formal method of getting extension functions)
\r
282 BSD GLX: -novideosync disables GLX_SGI_swap_control
\r
283 BSD Sound: -cddev devicepath chooses which CD drive to use
\r
284 Client: -benchmark demoname runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log)
\r
285 Client: -demo demoname runs a playdemo and quits
\r
286 Client: -forceqmenu disables menu.dat (same as +forceqmenu 1)
\r
287 Client: -particles number changes maximum number of particles at once, default 32768
\r
288 Client: -texbrightness number sets the quake palette brightness (brightness of black), allowing you to make quake textures brighter/darker, not recommended
\r
289 Client: -texcontrast number sets the quake palette contrast, allowing you to make quake textures brighter/darker, not recommended
\r
290 Client: -texgamma number sets the quake palette gamma, allowing you to make quake textures brighter/darker, not recommended
\r
291 Client: -useqmenu causes the first time you open the menu to use the quake menu, then reverts to menu.dat (if forceqmenu is 0)
\r
292 Console: -condebug logs console messages to qconsole.log, see also log_file
\r
293 Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
\r
294 Console: -nostdout disables text output to the terminal the game was launched from
\r
295 Filesystem: -basedir path chooses what base directory the game data is in, inside this there should be a data directory for the game (for example id1)
\r
296 GL: -noanisotropy disables GL_EXT_texture_filter_anisotropic (allows higher quality texturing)
\r
297 GL: -nocombine disables GL_ARB_texture_env_combine or GL_EXT_texture_env_combine (required for bumpmapping and faster map rendering)
\r
298 GL: -nocubemap disables GL_ARB_texture_cube_map (required for bumpmapping)
\r
299 GL: -nocva disables GL_EXT_compiled_vertex_array (renders faster)
\r
300 GL: -nodot3 disables GL_ARB_texture_env_dot3 (required for bumpmapping)
\r
301 GL: -nodrawrangeelements disables GL_EXT_draw_range_elements (renders faster)
\r
302 GL: -noedgeclamp disables GL_EXT_texture_edge_clamp or GL_SGIS_texture_edge_clamp (recommended, some cards do not support the other texture clamp method)
\r
303 GL: -nofragmentshader disables GL_ARB_fragment_shader (allows pixel shader effects, can improve per pixel lighting performance and capabilities)
\r
304 GL: -nomtex disables GL_ARB_multitexture (required for faster map rendering)
\r
305 GL: -noseparatestencil disables use of OpenGL2.0 glStencilOpSeparate and GL_ATI_separate_stencil extensions (which accelerate shadow rendering)
\r
306 GL: -noshaderobjects disables GL_ARB_shader_objects (required for vertex shader and fragment shader)
\r
307 GL: -noshadinglanguage100 disables GL_ARB_shading_language_100 (required for vertex shader and fragment shader)
\r
308 GL: -nostenciltwoside disables GL_EXT_stencil_two_side (which accelerate shadow rendering)
\r
309 GL: -notexture3d disables GL_EXT_texture3D (required for spherical lights, otherwise they render as a column)
\r
310 GL: -novertexshader disables GL_ARB_vertex_shader (allows vertex shader effects)
\r
311 Game: -battlemech runs the multiplayer topdown deathmatch game BattleMech
\r
312 Game: -contagiontheory runs the game Contagion Theory
\r
313 Game: -darsana runs the game Darsana
\r
314 Game: -did2 runs the game Defeat In Detail 2
\r
315 Game: -goodvsbad2 runs the psychadelic RTS FPS game Good Vs Bad 2
\r
316 Game: -hipnotic runs Quake mission pack 1: The Scourge of Armagon
\r
317 Game: -nehahra runs The Seal of Nehahra movie and game
\r
318 Game: -neoteric runs the game Neoteric
\r
319 Game: -netherworld runs the game Netherworld: Dark Master
\r
320 Game: -nexuiz runs the multiplayer game Nexuiz
\r
321 Game: -openquartz runs the game OpenQuartz, a standalone GPL replacement of the quake content
\r
322 Game: -prydon runs the topdown point and click action-RPG Prydon Gate
\r
323 Game: -quake runs the game Quake (default)
\r
324 Game: -rogue runs Quake mission pack 2: The Dissolution of Eternity
\r
325 Game: -setheral runs the multiplayer game Setheral
\r
326 Game: -som runs the multiplayer game Son Of Man
\r
327 Game: -tenebrae runs the graphics test mod known as Tenebrae (some features not implemented)
\r
328 Game: -teu runs The Evil Unleashed (this option is obsolete as they are not using darkplaces)
\r
329 Game: -thehunted runs the game The Hunted
\r
330 Game: -transfusion runs Transfusion (the recreation of Blood in Quake)
\r
331 Game: -zymotic runs the singleplayer game Zymotic
\r
332 Input: -nomouse disables mouse support (see also vid_mouse cvar)
\r
333 Input: -nomouse disables mouse support (see also vid_mouse cvar)
\r
334 Linux ALSA Sound: -sndpcm devicename selects which pcm device to us, default is "default"
\r
335 Linux GLX: -gl_driver drivername selects a GL driver library, default is libGL.so.1, useful only for using fxmesa or similar, if you don't know what this is for, you don't need it
\r
336 Linux GLX: -nogetprocaddress disables GLX_ARB_get_proc_address (not required, more formal method of getting extension functions)
\r
337 Linux GLX: -novideosync disables GLX_SGI_swap_control
\r
338 Linux Sound: -cddev devicepath chooses which CD drive to use
\r
339 MacOSX GLX: -nogetprocaddress disables GLX_ARB_get_proc_address (not required, more formal method of getting extension functions)
\r
340 MacOSX GLX: -novideosync disables GLX_SGI_swap_control
\r
341 SDL GL: -gl_driver drivername selects a GL driver library, default is whatever SDL recommends, useful only for 3dfxogl.dll/3dfxvgl.dll or fxmesa or similar, if you don't know what this is for, you don't need it
\r
342 Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
\r
343 Server: -ip ipaddress sets the ip address of this machine for purposes of networking (default 0.0.0.0 also known as INADDR_ANY), use only if you have multiple network adapters and need to choose one specifically.
\r
344 Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
\r
345 Server: -port portnumber sets the port to use for a server (default 26000, the same port as QUAKE itself), useful if you host multiple servers on your machine
\r
346 Sound: -nocdaudio disables CD audio support
\r
347 Sound: -nosound disables sound (including CD audio)
\r
348 Sound: -novorbis disables ogg vorbis sound support
\r
349 Sound: -simsound runs sound mixing but with no output
\r
350 Sound: -sndbits bits chooses 8 bit or 16 bit sound output
\r
351 Sound: -sndmono sets sound output to mono
\r
352 Sound: -sndquad sets sound output to 4 channel surround
\r
353 Sound: -sndspeed hz chooses sound output rate (supported values are 48000, 44100, 32000, 24000, 22050, 16000, 11025 (quake), 8000)
\r
354 Sound: -sndstereo sets sound output to stereo
\r
355 Video: -bpp bits performs +vid_bitsperpixel bits (example -bpp 32 or -bpp 16)
\r
356 Video: -fullscreen performs +vid_fullscreen 1
\r
357 Video: -height pixels performs +vid_height pixels and also +vid_width pixels*4/3 if only -height is specified (example: -height 768 sets 1024x768 mode)
\r
358 Video: -width pixels performs +vid_width pixels and also +vid_height pixels*3/4 if only -width is specified (example: -width 1024 sets 1024x768 mode)
\r
359 Video: -window performs +vid_fullscreen 0
\r
360 Windows DirectSound: -primarysound locks the sound hardware for exclusive use
\r
361 Windows DirectSound: -snoforceformat uses the format that DirectSound returns, rather than forcing it
\r
362 Windows GDI Input: -noforcemaccel disables setting of mouse acceleration (not used with -dinput, windows only)
\r
363 Windows GDI Input: -noforcemparms disables setting of mouse parameters (not used with -dinput, windows only)
\r
364 Windows GDI Input: -noforcemspd disables setting of mouse speed (not used with -dinput, windows only)
\r
365 Windows Input: -dinput enables DirectInput for mouse/joystick input
\r
366 Windows Input: -nojoy disables joystick support, may be a small speed increase
\r
367 Windows Sound: -wavonly uses wave sound instead of DirectSound
\r
368 Windows WGL: -gl_driver drivername selects a GL driver library, default is opengl32.dll, useful only for 3dfxogl.dll or 3dfxvgl.dll, if you don't know what this is for, you don't need it
\r
369 Windows WGL: -novideosync disables WGL_EXT_swap_control
\r
373 Full Console Variable List as of 2007-03-11:
\r
374 _cl_color 0 internal storage cvar for current player colors (changed by color command)
\r
375 _cl_name player internal storage cvar for current player name (changed by name command)
\r
376 _cl_playermodel internal storage cvar for current player model in Nexuiz (changed by playermodel command)
\r
377 _cl_playerskin internal storage cvar for current player skin in Nexuiz (changed by playerskin command)
\r
378 _cl_pmodel 0 internal storage cvar for current player model number in nehahra (changed by pmodel command)
\r
379 _cl_rate 10000 internal storage cvar for current rate (changed by rate command)
\r
380 _snd_mixahead 0.1 how much sound to mix ahead of time
\r
381 ambient_fade 100 rate of volume fading when moving from one environment to another
\r
382 ambient_level 0.3 volume of environment noises (water and wind)
\r
383 bgmvolume 1 volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)
\r
384 cdaudioinitialized 0 indicates if CD Audio system is active
\r
385 chase_active 0 enables chase cam
\r
386 chase_back 48 chase cam distance from the player
\r
387 chase_stevie 0 chase cam view from above (used only by GoodVsBad2)
\r
388 chase_up 24 chase cam distance from the player
\r
389 cl_anglespeedkey 1.5 how much +speed multiplies keyboard turning speed
\r
390 cl_autodemo 0 records every game played, using the date/time and map name to name the demo file
\r
391 cl_autodemo_nameformat %Y-%m-%d_%H-%M The format of the cl_autodemo filename, followed by the map name
\r
392 cl_backspeed 400 backward movement speed
\r
393 cl_beams_instantaimhack 1 makes your lightning gun aiming update instantly
\r
394 cl_beams_lightatend 0 make a light at the end of the beam
\r
395 cl_beams_polygons 1 use beam polygons instead of models
\r
396 cl_beams_quakepositionhack 1 makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)
\r
397 cl_bob 0.02 view bobbing amount
\r
398 cl_bobcycle 0.6 view bobbing speed
\r
399 cl_bobmodel 1 enables gun bobbing
\r
400 cl_bobmodel_side 0.05 gun bobbing sideways sway amount
\r
401 cl_bobmodel_speed 7 gun bobbing speed
\r
402 cl_bobmodel_up 0.02 gun bobbing upward movement amount
\r
403 cl_bobup 0.5 view bobbing adjustment that makes the up or down swing of the bob last longer
\r
404 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)
\r
405 cl_capturevideo_fps 30 how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful)
\r
406 cl_capturevideo_number 1 number to append to video filename, incremented each time a capture begins
\r
407 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
\r
408 cl_curl_enabled 0 whether client's download support is enabled
\r
409 cl_curl_maxdownloads 1 maximum number of concurrent HTTP/FTP downloads
\r
410 cl_curl_maxspeed 100 maximum download speed (KiB/s)
\r
411 cl_deathnoviewmodel 1 hides gun model when dead
\r
412 cl_deathscoreboard 1 shows scoreboard (+showscores) while dead
\r
413 cl_decals 0 enables decals (bullet holes, blood, etc)
\r
414 cl_decals_fadetime 20 how long decals take to fade away
\r
415 cl_decals_time 0 how long before decals start to fade away
\r
416 cl_dlights_decaybrightness 1 reduces brightness of light flashes over time
\r
417 cl_dlights_decayradius 1 reduces size of light flashes over time
\r
418 cl_explosions_alpha_end 0 end alpha of an explosion shell (just before it disappears)
\r
419 cl_explosions_alpha_start 1.5 starting alpha of an explosion shell
\r
420 cl_explosions_lifetime 0.5 how long an explosion shell lasts
\r
421 cl_explosions_size_end 128 ending alpha of an explosion shell (just before it disappears)
\r
422 cl_explosions_size_start 16 starting size of an explosion shell
\r
423 cl_forwardspeed 400 forward movement speed
\r
424 cl_gravity 800 how much gravity to apply in client physics (should match sv_gravity)
\r
425 cl_itembobheight 0 how much items bob up and down (try 8)
\r
426 cl_itembobspeed 0.5 how frequently items bob up and down
\r
427 cl_joinbeforedownloadsfinish 1 if non-zero the game will begin after the map is loaded before other downloads finish
\r
428 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)
\r
429 cl_movement 0 enables clientside prediction of your player movement
\r
430 cl_movement_accelerate 10 how fast you accelerate (should match sv_accelerate)
\r
431 cl_movement_airaccel_qw 1 ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)
\r
432 cl_movement_airaccel_sideways_friction 0 anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)
\r
433 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
\r
434 cl_movement_edgefriction 2 how much to slow down when you may be about to fall off a ledge (should match edgefriction)
\r
435 cl_movement_friction 4 how fast you slow down (should match sv_friction)
\r
436 cl_movement_jumpvelocity 270 how fast you move upward when you begin a jump (should match the quakec code)
\r
437 cl_movement_maxairspeed 30 how fast you can move while in the air (should match sv_maxairspeed)
\r
438 cl_movement_maxspeed 320 how fast you can move (should match sv_maxspeed)
\r
439 cl_movement_stepheight 18 how tall a step you can step in one instant (should match sv_stepheight)
\r
440 cl_movement_stopspeed 100 speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)
\r
441 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
\r
442 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
\r
443 cl_movespeedkey 2.0 how much +speed multiplies keyboard movement speed
\r
444 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)
\r
445 cl_netinputpacketspersecond 50 how many input packets to send to server each second
\r
446 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)
\r
447 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)
\r
448 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
\r
449 cl_nodelta 0 disables delta compression of non-player entities in QW network protocol
\r
450 cl_nolerp 0 network update smoothing
\r
451 cl_noplayershadow 0 hide player shadow
\r
452 cl_particles 1 enables particle effects
\r
453 cl_particles_blood 1 enables blood effects
\r
454 cl_particles_blood_alpha 0.5 opacity of blood
\r
455 cl_particles_blood_bloodhack 1 make certain quake particle() calls create blood effects instead
\r
456 cl_particles_bubbles 1 enables bubbles (used by multiple effects)
\r
457 cl_particles_bulletimpacts 1 enables bulletimpact effects
\r
458 cl_particles_explosions_shell 0 enables polygonal shell from explosions
\r
459 cl_particles_explosions_smokes 0 enables smoke from explosions
\r
460 cl_particles_explosions_sparks 1 enables sparks from explosions
\r
461 cl_particles_quake 0 makes particle effects look mostly like the ones in Quake
\r
462 cl_particles_quality 1 multiplies number of particles and reduces their alpha
\r
463 cl_particles_size 1 multiplies particle size
\r
464 cl_particles_smoke 1 enables smoke (used by multiple effects)
\r
465 cl_particles_smoke_alpha 0.5 smoke brightness
\r
466 cl_particles_smoke_alphafade 0.55 brightness fade per second
\r
467 cl_particles_sparks 1 enables sparks (used by multiple effects)
\r
468 cl_pitchspeed 150 keyboard pitch turning speed
\r
469 cl_port 0 forces client to use chosen port number if not 0
\r
470 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
\r
471 cl_rollangle 2.0 how much to tilt the view when strafing
\r
472 cl_rollspeed 200 how much strafing is necessary to tilt the view
\r
473 cl_serverextension_download 0 indicates whether the server supports the download command
\r
474 cl_shownet 0 1 = print packet size, 2 = print packet message list
\r
475 cl_sidespeed 350 strafe movement speed
\r
476 cl_slowmo 1 speed of game time (should match slowmo)
\r
477 cl_sound_hknighthit hknight/hit.wav sound to play during TE_KNIGHTSPIKE (empty cvar disables sound)
\r
478 cl_sound_r_exp3 weapons/r_exp3.wav sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)
\r
479 cl_sound_ric1 weapons/ric1.wav sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
\r
480 cl_sound_ric2 weapons/ric2.wav sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
\r
481 cl_sound_ric3 weapons/ric3.wav sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
\r
482 cl_sound_tink1 weapons/tink1.wav sound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
\r
483 cl_sound_wizardhit wizard/hit.wav sound to play during TE_WIZSPIKE (empty cvar disables sound)
\r
484 cl_stainmaps 1 stains lightmaps, much faster than decals but blurred
\r
485 cl_stainmaps_clearonload 1 clear stainmaps on map restart
\r
486 cl_stairsmoothspeed 160 how fast your view moves upward/downward when running up/down stairs
\r
487 cl_upspeed 400 vertical movement speed (while swimming or flying)
\r
488 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
489 cl_yawspeed 140 keyboard yaw turning speed
\r
490 cmdline 0 contains commandline the engine was launched with
\r
491 collision_endnudge 0 how much to bias collision trace end
\r
492 collision_enternudge 0 how much to bias collision entry fraction
\r
493 collision_impactnudge 0.03125 how much to back off from the impact
\r
494 collision_leavenudge 0 how much to bias collision exit fraction
\r
495 collision_prefernudgedfraction 1 whether to sort collision events by nudged fraction (1) or real fraction (0)
\r
496 collision_startnudge 0 how much to bias collision trace start
\r
497 con_closeontoggleconsole 1 allows toggleconsole binds to close the console as well
\r
498 con_chat 0 how many chat lines to show in a dedicated chat area
\r
499 con_chatpos 0 where to put chat (negative: lines from bottom of screen, positive: lines below notify, 0: at top)
\r
500 con_chatsize 8 chat text size in virtual 2D pixels
\r
501 con_chattime 30 how long chat lines last, in seconds
\r
502 con_chatwidth 1.0 relative chat window width
\r
503 con_notify 4 how many notify lines to show (0-32)
\r
504 con_notifyalign 3 how to align notify lines: 0 = left, 0.5 = center, 1 = right, empty string = game default)
\r
505 con_notifysize 8 notify text size in virtual 2D pixels
\r
506 con_notifytime 3 how long notify lines last, in seconds
\r
507 con_textsize 8 console text size in virtual 2D pixels
\r
508 coop 0 coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)
\r
509 crosshair 0 selects crosshair to use (0 is none)
\r
510 crosshair_color_alpha 1 how opaque the crosshair should be
\r
511 crosshair_color_blue 0 customizable crosshair color
\r
512 crosshair_color_green 0 customizable crosshair color
\r
513 crosshair_color_red 1 customizable crosshair color
\r
514 crosshair_size 1 adjusts size of the crosshair on the screen
\r
515 csqc_progcrc -1 CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1
\r
516 csqc_progname csprogs.dat name of csprogs.dat file to load
\r
517 csqc_progsize -1 file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1
\r
518 cutscene 1 enables cutscenes in nehahra, can be used by other mods
\r
519 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)
\r
520 demo_nehahra 0 reads all quake demos as nehahra movie protocol
\r
521 developer 0 prints additional debugging messages and information (recommended for modders and level designers)
\r
522 developer_entityparsing 0 prints detailed network entities information each time a packet is received
\r
523 developer_memory 0 prints debugging information about memory allocations
\r
524 developer_memorydebug 0 enables memory corruption checks (very slow)
\r
525 developer_networkentities 0 prints received entities, value is 0-4 (higher for more info)
\r
526 developer_networking 0 prints all received and sent packets (recommended only for debugging)
\r
527 developer_texturelogging 0 produces a textures.log file containing names of skins and map textures the engine tried to load
\r
528 edgefriction 2 how much you slow down when nearing a ledge you might fall off
\r
529 forceqmenu 0 enables the quake menu instead of the quakec menu.dat (if present)
\r
530 fov 90 field of vision, 1-170 degrees, default 90, some players use 110-130
\r
531 fraglimit 0 ends level if this many frags is reached by any player
\r
532 freelook 1 mouse controls pitch instead of forward/back
\r
533 gamecfg 0 unused cvar in quake, can be used by mods
\r
534 gameversion 0 version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible
\r
535 gl_combine 1 faster rendering by using GL_ARB_texture_env_combine extension (part of OpenGL 1.3 and above)
\r
536 gl_dither 1 enables OpenGL dithering (16bit looks bad with this off)
\r
537 gl_ext_separatetencil 1 make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension
\r
538 gl_ext_stenciltwoside 1 make use of GL_EXT_stenciltwoside extension (NVIDIA only)
\r
539 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)
\r
540 gl_flashblend 0 render bright coronas for dynamic lights instead of actual lighting, fast but ugly
\r
541 gl_fogblue 0.3 nehahra fog color blue value (for Nehahra compatibility only)
\r
542 gl_fogdensity 0.25 nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)
\r
543 gl_fogenable 0 nehahra fog enable (for Nehahra compatibility only)
\r
544 gl_fogend 0 nehahra fog end distance (for Nehahra compatibility only)
\r
545 gl_foggreen 0.3 nehahra fog color green value (for Nehahra compatibility only)
\r
546 gl_fogred 0.3 nehahra fog color red value (for Nehahra compatibility only)
\r
547 gl_fogstart 0 nehahra fog start distance (for Nehahra compatibility only)
\r
548 gl_lightmaps 0 draws only lightmaps, no texture (for level designers)
\r
549 gl_lockarrays 0 enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal
\r
550 gl_lockarrays_minimumvertices 1 minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance
\r
551 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)
\r
552 gl_mesh_drawrangeelements 1 use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)
\r
553 gl_mesh_testarrayelement 0 use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)
\r
554 gl_mesh_testmanualfeeding 0 use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)
\r
555 gl_paranoid 0 enables OpenGL error checking and other tests
\r
556 gl_picmip 0 reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75%
\r
557 gl_polyblend 1 tints view while underwater, hurt, etc
\r
558 gl_printcheckerror 0 prints all OpenGL error checks, useful to identify location of driver crashes
\r
559 gl_texture_anisotropy 1 anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values
\r
560 halflifebsp 0 indicates the current map is hlbsp format (useful to know because of different bounding box sizes)
\r
561 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
\r
562 host_speeds 0 reports how much time is used in server/graphics/sound
\r
563 hostname UNNAMED server message to show in server browser
\r
564 in_pitch_max 90 how far upward you can aim (quake used 80
\r
565 in_pitch_min -90 how far downward you can aim (quake used -70
\r
566 joy_axisforward 1 which joystick axis to query for forward/backward movement
\r
567 joy_axispitch 3 which joystick axis to query for looking up/down
\r
568 joy_axisroll -1 which joystick axis to query for tilting head right/left
\r
569 joy_axisside 0 which joystick axis to query for right/left movement
\r
570 joy_axisup -1 which joystick axis to query for up/down movement
\r
571 joy_axisyaw 2 which joystick axis to query for looking right/left
\r
572 joy_deadzoneforward 0 deadzone tolerance, suggested values are in the range 0 to 0.01
\r
573 joy_deadzonepitch 0 deadzone tolerance, suggested values are in the range 0 to 0.01
\r
574 joy_deadzoneroll 0 deadzone tolerance, suggested values are in the range 0 to 0.01
\r
575 joy_deadzoneside 0 deadzone tolerance, suggested values are in the range 0 to 0.01
\r
576 joy_deadzoneup 0 deadzone tolerance, suggested values are in the range 0 to 0.01
\r
577 joy_deadzoneyaw 0 deadzone tolerance, suggested values are in the range 0 to 0.01
\r
578 joy_detected 0 number of joysticks detected by engine
\r
579 joy_enable 1 enables joystick support
\r
580 joy_index 0 selects which joystick to use if you have multiple
\r
581 joy_sensitivityforward -1 movement multiplier
\r
582 joy_sensitivitypitch 1 movement multiplier
\r
583 joy_sensitivityroll 1 movement multiplier
\r
584 joy_sensitivityside 1 movement multiplier
\r
585 joy_sensitivityup 1 movement multiplier
\r
586 joy_sensitivityyaw -1 movement multiplier
\r
587 joyadvanced 0 use more than 2 axis joysticks (configuring this is very technical)
\r
588 joyadvaxisr 0 axis mapping for joyadvanced 1 mode
\r
589 joyadvaxisu 0 axis mapping for joyadvanced 1 mode
\r
590 joyadvaxisv 0 axis mapping for joyadvanced 1 mode
\r
591 joyadvaxisx 0 axis mapping for joyadvanced 1 mode
\r
592 joyadvaxisy 0 axis mapping for joyadvanced 1 mode
\r
593 joyadvaxisz 0 axis mapping for joyadvanced 1 mode
\r
594 joyforwardsensitivity -1.0 how fast the joystick moves forward
\r
595 joyforwardthreshold 0.15 minimum joystick movement necessary to move forward
\r
596 joyname joystick name of joystick to use (informational only, used only by joyadvanced 1 mode)
\r
597 joypitchsensitivity 1.0 how fast the joystick looks up/down
\r
598 joypitchthreshold 0.15 minimum joystick movement necessary to look up/down
\r
599 joysidesensitivity -1.0 how fast the joystick moves sideways (strafing)
\r
600 joysidethreshold 0.15 minimum joystick movement necessary to move sideways (strafing)
\r
601 joystick 0 enables joysticks
\r
602 joywwhack1 0.0 special hack for wingman warrior
\r
603 joywwhack2 0.0 special hack for wingman warrior
\r
604 joyyawsensitivity -1.0 how fast the joystick turns left/right
\r
605 joyyawthreshold 0.15 minimum joystick movement necessary to turn left/right
\r
606 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)
\r
607 locs_show 0 shows defined locations for editing purposes
\r
608 log_file filename to log messages to
\r
609 lookspring 0 returns pitch to level with the floor when no longer holding a pitch key
\r
610 lookstrafe 0 move instead of turning
\r
611 m_filter 0 smoothes mouse movement, less responsive but smoother aiming
\r
612 m_forward 1 mouse forward speed multiplier
\r
613 m_pitch 0.022 mouse pitch speed multiplier
\r
614 m_side 0.8 mouse side speed multiplier
\r
615 m_yaw 0.022 mouse yaw speed multiplier
\r
616 mcbsp 0 indicates the current map is mcbsp format (useful to know because of different bounding box sizes)
\r
617 menu_options_colorcontrol_correctionvalue 0.5 intensity value that matches up to white/black dither pattern, should be 0.5 for linear color
\r
618 mod_q3bsp_curves_collisions 1 enables collisions with curves (SLOW)
\r
619 mod_q3bsp_debugtracebrush 0 selects different tracebrush bsp recursion algorithms (for debugging purposes only)
\r
620 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, ...
\r
621 mod_q3bsp_optimizedtraceline 1 whether to use optimized traceline code for line traces (as opposed to tracebox code)
\r
622 nehx00 0 nehahra data storage cvar (used in singleplayer)
\r
623 nehx01 0 nehahra data storage cvar (used in singleplayer)
\r
624 nehx02 0 nehahra data storage cvar (used in singleplayer)
\r
625 nehx03 0 nehahra data storage cvar (used in singleplayer)
\r
626 nehx04 0 nehahra data storage cvar (used in singleplayer)
\r
627 nehx05 0 nehahra data storage cvar (used in singleplayer)
\r
628 nehx06 0 nehahra data storage cvar (used in singleplayer)
\r
629 nehx07 0 nehahra data storage cvar (used in singleplayer)
\r
630 nehx08 0 nehahra data storage cvar (used in singleplayer)
\r
631 nehx09 0 nehahra data storage cvar (used in singleplayer)
\r
632 nehx10 0 nehahra data storage cvar (used in singleplayer)
\r
633 nehx11 0 nehahra data storage cvar (used in singleplayer)
\r
634 nehx12 0 nehahra data storage cvar (used in singleplayer)
\r
635 nehx13 0 nehahra data storage cvar (used in singleplayer)
\r
636 nehx14 0 nehahra data storage cvar (used in singleplayer)
\r
637 nehx15 0 nehahra data storage cvar (used in singleplayer)
\r
638 nehx16 0 nehahra data storage cvar (used in singleplayer)
\r
639 nehx17 0 nehahra data storage cvar (used in singleplayer)
\r
640 nehx18 0 nehahra data storage cvar (used in singleplayer)
\r
641 nehx19 0 nehahra data storage cvar (used in singleplayer)
\r
642 net_address 0.0.0.0 network address to open ports on
\r
643 net_address_ipv6 [0:0:0:0:0:0:0:0] network address to open ipv6 ports on
\r
644 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
645 net_connecttimeout 10 after requesting a connection, the client must reply within this many seconds or be dropped (cuts down on connect floods)
\r
646 net_messagetimeout 300 drops players who have not sent any packets for this many seconds
\r
647 net_slist_maxtries 3 how many times to ask the same server for information (more times gives better ping reports but takes longer)
\r
648 net_slist_queriesperframe 4 maximum number of server information requests to send each rendered frame (guards against low framerates causing problems)
\r
649 net_slist_queriespersecond 20 how many server information requests to send per second
\r
650 net_slist_timeout 4 how long to listen for a server information response before giving up
\r
651 noaim 1 QW option to disable vertical autoaim
\r
652 noexit 0 kills anyone attempting to use an exit
\r
653 nomonsters 0 unused cvar in quake, can be used by mods
\r
654 nosound 0 disables sound
\r
655 pausable 1 allow players to pause or not
\r
656 port 26000 server port for players to connect to
\r
657 pr_checkextension 1 indicates to QuakeC that the standard quakec extensions system is available (if 0, quakec should not attempt to use extensions)
\r
658 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
659 prvm_statementprofiling 0 counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled)
\r
660 prvm_traceqc 0 prints every QuakeC statement as it is executed (only for really thorough debugging!)
\r
661 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
662 r_ambient 0 brightens map, value is 0-128
\r
663 r_batchmode 1 selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)
\r
664 r_bloom 0 enables bloom effect (makes bright pixels affect neighboring pixels)
\r
665 r_bloom_blur 4 how large the glow is
\r
666 r_bloom_brighten 2 how bright the glow is, after subtract/power
\r
667 r_bloom_colorexponent 1 how exagerated the glow is
\r
668 r_bloom_colorscale 1 how bright the glow is
\r
669 r_bloom_colorsubtract 0.125 reduces bloom colors by a certain amount
\r
670 r_bloom_resolution 320 what resolution to perform the bloom effect at (independent of screen resolution)
\r
671 r_coronas 1 brightness of corona flare effects around certain lights, 0 disables corona effects
\r
672 r_cullentities_trace 1 probabistically cull invisible entities
\r
673 r_cullentities_trace_delay 1 number of seconds until the entity gets actually culled
\r
674 r_cullentities_trace_enlarge 0 box enlargement for entity culling
\r
675 r_cullentities_trace_samples 2 number of samples to test for entity culling
\r
676 r_draweffects 1 renders temporary sprite effects
\r
677 r_drawentities 1 draw entities (doors, players, projectiles, etc)
\r
678 r_drawexplosions 1 enables rendering of explosion shells (see also cl_particles_explosions_shell)
\r
679 r_drawparticles 1 enables drawing of particles
\r
680 r_drawportals 0 shows portals (separating polygons) in world interior in quake1 maps
\r
681 r_drawviewmodel 1 draw your weapon model
\r
682 r_dynamic 1 enables dynamic lights (rocket glow and such)
\r
683 r_editlights 0 enables .rtlights file editing mode
\r
684 r_editlights_cursordistance 1024 maximum distance of cursor from eye
\r
685 r_editlights_cursorgrid 4 snaps cursor to this grid size
\r
686 r_editlights_cursorpushback 0 how far to pull the cursor back toward the eye
\r
687 r_editlights_cursorpushoff 4 how far to push the cursor off the impacted surface
\r
688 r_editlights_quakelightsizescale 1 changes size of light entities loaded from a map
\r
689 r_explosionclip 1 enables collision detection for explosion shell (so that it flattens against walls and floors)
\r
690 r_fullbright 0 makes map very bright and renders faster
\r
691 r_fullbrights 1 enables glowing pixels in quake textures (changes need r_restart to take effect)
\r
692 r_glsl 1 enables use of OpenGL 2.0 pixel shaders for lighting
\r
693 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
694 r_glsl_offsetmapping 0 offset mapping effect (also known as parallax mapping or virtual displacement mapping)
\r
695 r_glsl_offsetmapping_reliefmapping 0 relief mapping effect (higher quality)
\r
696 r_glsl_offsetmapping_scale 0.04 how deep the offset mapping effect is
\r
697 r_hdr 0 enables High Dynamic Range bloom effect (higher quality version of r_bloom)
\r
698 r_hdr_glowintensity 1 how bright light emitting textures should appear
\r
699 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
700 r_hdr_scenebrightness 1 global rendering brightness
\r
701 r_lerpimages 1 bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0)
\r
702 r_lerpmodels 1 enables animation smoothing on models
\r
703 r_lerpsprites 1 enables animation smoothing on sprites
\r
704 r_letterbox 0 reduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes)
\r
705 r_lightmaprgba 1 whether to use RGBA (32bit) or RGB (24bit) lightmaps
\r
706 r_lightningbeam_color_blue 1 color of the lightning beam effect
\r
707 r_lightningbeam_color_green 1 color of the lightning beam effect
\r
708 r_lightningbeam_color_red 1 color of the lightning beam effect
\r
709 r_lightningbeam_qmbtexture 0 load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better
\r
710 r_lightningbeam_repeatdistance 128 how far to stretch the texture along the lightning beam effect
\r
711 r_lightningbeam_scroll 5 speed of texture scrolling on the lightning beam effect
\r
712 r_lightningbeam_thickness 4 thickness of the lightning beam effect
\r
713 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
714 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
715 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
716 r_mipsprites 1 mipmaps skins (so they become blurrier in the distance), unlike skins the sprites do not have strange border colors
\r
717 r_nearclip 1 distance from camera of nearclip plane
\r
718 r_nosurftextures 0 pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)
\r
719 r_novis 0 draws whole level, see also sv_cullentities_pvs 0
\r
720 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
721 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
722 r_qb1sp_skymasking 1 allows sky polygons in quake1 maps to obscure other geometry
\r
723 r_render 1 enables rendering calls (you want this on!)
\r
724 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
725 r_shadow_bumpscale_bumpmap 4 what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect
\r
726 r_shadow_culltriangles 1 performs more expensive tests to remove unnecessary triangles of lit surfaces
\r
727 r_shadow_debuglight -1 renders only one light, for level design purposes or debugging
\r
728 r_shadow_frontsidecasting 1 whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)
\r
729 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
730 r_shadow_gloss2intensity 0.125 how bright the forced flat gloss should look if r_shadow_gloss is 2
\r
731 r_shadow_glossexponent 32 how 'sharp' the gloss should appear (specular power)
\r
732 r_shadow_glossintensity 1 how bright textured glossmaps should look if r_shadow_gloss is 1 or 2
\r
733 r_shadow_lightattenuationpower 0.5 changes attenuation texture generation (does not affect r_glsl lighting)
\r
734 r_shadow_lightattenuationscale 1 changes attenuation texture generation (does not affect r_glsl lighting)
\r
735 r_shadow_lightintensityscale 1 renders all world lights brighter or darker
\r
736 r_shadow_lightradiusscale 1 renders all world lights larger or smaller
\r
737 r_shadow_portallight 1 use portal culling to exactly determine lit triangles when compiling world lights
\r
738 r_shadow_projectdistance 1000000 how far to cast shadows
\r
739 r_shadow_realtime_dlight 1 enables rendering of dynamic lights such as explosions and rocket light
\r
740 r_shadow_realtime_dlight_portalculling 0 enables portal optimization on dynamic lights (slow!)
\r
741 r_shadow_realtime_dlight_shadows 1 enables rendering of shadows from dynamic lights
\r
742 r_shadow_realtime_dlight_svbspculling 0 enables svbsp optimization on dynamic lights (very slow!)
\r
743 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
744 r_shadow_realtime_world_compile 1 enables compilation of world lights for higher performance rendering
\r
745 r_shadow_realtime_world_compileportalculling 1 enables portal-based culling optimization during compilation
\r
746 r_shadow_realtime_world_compileshadow 1 enables compilation of shadows from world lights for higher performance rendering
\r
747 r_shadow_realtime_world_compilesvbsp 1 enables svbsp optimization during compilation
\r
748 r_shadow_realtime_world_lightmaps 0 brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance
\r
749 r_shadow_realtime_world_shadows 1 enables rendering of shadows from world lights
\r
750 r_shadow_scissor 1 use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)
\r
751 r_shadow_polygonfactor 0 how much to enlarge shadow volume polygons when rendering (should be 0!)
\r
752 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
753 r_shadow_texture3d 1 use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)
\r
754 r_shadows 0 casts fake stencil shadows from models onto the world (rtlights are unaffected by this)
\r
755 r_shadows_throwdistance 500 how far to cast shadows from models
\r
756 r_showcollisionbrushes 0 draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)
\r
757 r_showcollisionbrushes_polygonfactor -1 expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls
\r
758 r_showcollisionbrushes_polygonoffset 0 nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls
\r
759 r_showdisabledepthtest 0 disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing
\r
760 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
761 r_shownormals 0 shows per-vertex surface normals and tangent vectors for bumpmapped lighting
\r
762 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
763 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
764 r_showtris 0 shows triangle outlines, value controls brightness (can be above 1)
\r
765 r_skeletal_debugbone -1 development cvar for testing skeletal model code
\r
766 r_skeletal_debugbonecomponent 3 development cvar for testing skeletal model code
\r
767 r_skeletal_debugbonevalue 100 development cvar for testing skeletal model code
\r
768 r_skeletal_debugtranslatex 1 development cvar for testing skeletal model code
\r
769 r_skeletal_debugtranslatey 1 development cvar for testing skeletal model code
\r
770 r_skeletal_debugtranslatez 1 development cvar for testing skeletal model code
\r
771 r_sky 1 enables sky rendering (black otherwise)
\r
772 r_skyscroll1 1 speed at which upper clouds layer scrolls in quake sky
\r
773 r_skyscroll2 2 speed at which lower clouds layer scrolls in quake sky
\r
774 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
775 r_speeds 0 displays rendering statistics and per-subsystem timings
\r
776 r_stereo_redblue 0 red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)
\r
777 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
778 r_stereo_redgreen 0 red/green anaglyph stereo glasses (for those who don't mind yellow)
\r
779 r_stereo_separation 4 separation of eyes in the world (try negative values too)
\r
780 r_stereo_sidebyside 0 side by side views (for those who can't afford glasses but can afford eye strain)
\r
781 r_subdivide_size 128 how large water polygons should be (smaller values produce more polygons which give better warping effects)
\r
782 r_subdivisions_collision_maxtess 1024 maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)
\r
783 r_subdivisions_collision_maxvertices 4225 maximum vertices allowed per subdivided curve
\r
784 r_subdivisions_collision_mintess 1 minimum number of subdivisions (values above 1 will smooth curves that don't need it)
\r
785 r_subdivisions_collision_tolerance 15 maximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering)
\r
786 r_subdivisions_maxtess 1024 maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)
\r
787 r_subdivisions_maxvertices 65536 maximum vertices allowed per subdivided curve
\r
788 r_subdivisions_mintess 1 minimum number of subdivisions (values above 1 will smooth curves that don't need it)
\r
789 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
790 r_test 0 internal development use only, leave it alone (usually does nothing anyway)
\r
791 r_textshadow 0 draws a shadow on all text to improve readability
\r
792 r_textureunits 32 number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)
\r
793 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
794 r_wateralpha 1 opacity of water polygons
\r
795 r_waterscroll 1 makes water scroll around, value controls how much
\r
796 r_waterwarp 1 warp view while underwater
\r
797 rcon_address server address to send rcon commands to (when not connected to a server)
\r
798 rcon_password password to authenticate rcon commands
\r
799 registered 0 indicates if this is running registered quake (whether gfx/pop.lmp was found)
\r
800 samelevel 0 repeats same level if level ends (due to timelimit or someone hitting an exit)
\r
801 saved1 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
\r
802 saved2 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
\r
803 saved3 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
\r
804 saved4 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
\r
805 savedgamecfg 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
\r
806 sbar_alpha_bg 0.4 opacity value of the statusbar background image
\r
807 sbar_alpha_fg 1 opacity value of the statusbar weapon/item icons and numbers
\r
808 scr_centertime 2 how long centerprint messages show
\r
809 scr_conalpha 1 opacity of console background
\r
810 scr_conbrightness 1 brightness of console background (0 = black, 1 = image)
\r
811 scr_conforcewhiledisconnected 1 forces fullscreen console while disconnected
\r
812 scr_menuforcewhiledisconnected 0 forces menu while disconnected
\r
813 scr_printspeed 8 speed of intermission printing (episode end texts)
\r
814 scr_refresh 1 allows you to completely shut off rendering for benchmarking purposes
\r
815 scr_screenshot_gammaboost 1 gamma correction on saved screenshots and videos, 1.0 saves unmodified images
\r
816 scr_screenshot_jpeg 1 save jpeg instead of targa
\r
817 scr_screenshot_jpeg_quality 0.9 image quality of saved jpeg
\r
818 scr_screenshot_name dp prefix name for saved screenshots (changes based on -game commandline, as well as which game mode is running)
\r
819 scr_stipple 0 interlacing-like stippling of the display
\r
820 scr_zoomwindow 0 displays a zoomed in overlay window
\r
821 scr_zoomwindow_fov 20 fov of zoom window
\r
822 scr_zoomwindow_viewsizex 20 horizontal viewsize of zoom window
\r
823 scr_zoomwindow_viewsizey 20 vertical viewsize of zoom window
\r
824 scratch1 0 unused cvar in quake, can be used by mods
\r
825 scratch2 0 unused cvar in quake, can be used by mods
\r
826 scratch3 0 unused cvar in quake, can be used by mods
\r
827 scratch4 0 unused cvar in quake, can be used by mods
\r
828 sensitivity 3 mouse speed multiplier
\r
829 showbrand 0 shows gfx/brand.tga in a corner of the screen (different values select different positions, including centered)
\r
830 showdate 0 shows current date (useful on screenshots)
\r
831 showdate_format %Y-%m-%d format string for date
\r
832 showfps 0 shows your rendered fps (frames per second)
\r
833 showpause 1 show pause icon when game is paused
\r
834 showram 1 show ram icon if low on surface cache memory (not used)
\r
835 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
836 showtime 0 shows current time of day (useful on screenshots)
\r
837 showtime_format %H:%M:%S format string for time of day
\r
838 showturtle 0 show turtle icon when framerate is too low (not used)
\r
839 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
840 skin QW player skin name (example: base)
\r
841 slowmo 1.0 controls game speed, 0.5 is half speed, 2 is double speed
\r
842 snd_channellayout 0 channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)
\r
843 snd_channels 2 number of channels for the sound ouput (2 for stereo; up to 8 supported for 3D sound)
\r
844 snd_initialized 0 indicates the sound subsystem is active
\r
845 snd_noextraupdate 0 disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates
\r
846 snd_precache 1 loads sounds before they are used
\r
847 snd_show 0 shows some statistics about sound mixing
\r
848 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
849 snd_speed 48000 sound output frequency, in hertz
\r
850 snd_staticvolume 1 volume of ambient sound effects (such as swampy sounds at the start of e1m2)
\r
851 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
852 snd_swapstereo 0 swaps left/right speakers for old ISA soundblaster cards
\r
853 snd_width 2 sound output precision, in bytes (1 and 2 supported)
\r
854 sv_accelerate 10 rate at which a player accelerates to sv_maxspeed
\r
855 sv_adminnick nick name to use for admin messages instead of host name
\r
856 sv_aim 2 maximum cosine angle for quake's vertical autoaim, a value above 1 completely disables the autoaim, quake used 0.93
\r
857 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
858 sv_allowdownloads 1 whether to allow clients to download files from the server (does not affect http downloads)
\r
859 sv_allowdownloads_archive 0 whether to allow downloads of archives (pak/pk3)
\r
860 sv_allowdownloads_config 0 whether to allow downloads of config files (cfg)
\r
861 sv_allowdownloads_dlcache 0 whether to allow downloads of dlcache files (dlcache/)
\r
862 sv_allowdownloads_inarchive 0 whether to allow downloads from archives (pak/pk3)
\r
863 sv_areagrid_mingridsize 64 minimum areagrid cell size, smaller values work better for lots of small objects, higher values for large objects
\r
864 sv_cheats 0 enables cheat commands in any game, and cheat impulses in dpmod
\r
865 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
866 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
867 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
868 sv_clmovement_inputtimeout 0.2 when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld)
\r
869 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
870 sv_cullentities_pvs 1 fast but loose culling of hidden entities
\r
871 sv_cullentities_stats 0 displays stats on network entities culled by various methods for each client
\r
872 sv_cullentities_trace 0 somewhat slow but very tight culling of hidden entities, minimizes network traffic and makes wallhack cheats useless
\r
873 sv_cullentities_trace_delay 1 number of seconds until the entity gets actually culled
\r
874 sv_cullentities_trace_enlarge 0 box enlargement for entity culling
\r
875 sv_cullentities_trace_prediction 1 also trace from the predicted player position
\r
876 sv_cullentities_trace_samples 1 number of samples to test for entity culling
\r
877 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
878 sv_curl_defaulturl default autodownload source URL
\r
879 sv_curl_serverpackages list of required files for the clients, separated by spaces
\r
880 sv_debugmove 0 disables collision detection optimizations for debugging purposes
\r
881 sv_echobprint 1 prints gamecode bprint() calls to server console
\r
882 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
883 sv_fixedframeratesingleplayer 0 allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)
\r
884 sv_freezenonclients 0 freezes time, except for players, allowing you to walk around and take screenshots of explosions
\r
885 sv_friction 4 how fast you slow down
\r
886 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
887 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
888 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
889 sv_gameplayfix_grenadebouncedownslopes 1 prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface
\r
890 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
891 sv_gameplayfix_qwplayerphysics 1 changes water jumping to make it easier to get out of water, and prevents friction on landing when bunnyhopping
\r
892 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
893 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
894 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
895 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
896 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
897 sv_gravity 800 how fast you fall (512 = roughly earth gravity)
\r
898 sv_heartbeatperiod 120 how often to send heartbeat in seconds (only used if sv_public is 1)
\r
899 sv_idealpitchscale 0.8 how much to look up/down slopes and stairs when not using freelook
\r
900 sv_jumpstep 0 whether you can step up while jumping (sv_gameplayfix_stepwhilejumping must also be 1)
\r
901 sv_master1 user-chosen master server 1
\r
902 sv_master2 user-chosen master server 2
\r
903 sv_master3 user-chosen master server 3
\r
904 sv_master4 user-chosen master server 4
\r
905 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
906 sv_maxrate 10000 upper limit on client rate cvar, should reflect your network connection quality
\r
907 sv_maxspeed 320 maximum speed a player can accelerate to when on ground (can be exceeded by tricks)
\r
908 sv_maxvelocity 2000 universal speed limit on all entities
\r
909 sv_newflymove 0 enables simpler/buggier player physics (not recommended)
\r
910 sv_nostep 0 prevents MOVETYPE_STEP entities (monsters) from moving
\r
911 sv_playerphysicsqc 1 enables QuakeC function to override player physics
\r
912 sv_progs progs.dat selects which quakec progs.dat file to run
\r
913 sv_protocolname DP7 selects network protocol to host for (values include QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up)
\r
914 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
915 sv_qwmaster1 user-chosen qwmaster server 1
\r
916 sv_qwmaster2 user-chosen qwmaster server 2
\r
917 sv_qwmaster3 user-chosen qwmaster server 3
\r
918 sv_qwmaster4 user-chosen qwmaster server 4
\r
919 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
920 sv_ratelimitlocalplayer 0 whether to apply rate limiting to the local player in a listen server (only useful for testing)
\r
921 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
922 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
923 sv_stepheight 18 how high you can step up (TW_SV_STEPCONTROL extension)
\r
924 sv_stopspeed 100 how fast you come to a complete stop
\r
925 sv_wallfriction 1 how much you slow down when sliding along a wall
\r
926 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
927 sv_waterfriction -1 how fast you slow down, if less than 0 the sv_friction variable is used instead
\r
928 sys_colortranslation 0 terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation)
\r
929 sys_colortranslation 1 terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation)
\r
930 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
931 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
932 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
933 team none QW team (4 character limit, example: blue)
\r
934 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
935 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
936 timeformat [%Y-%m-%d %H:%M:%S] time format to use on timestamped console messages
\r
937 timelimit 0 ends level at this time (in minutes)
\r
938 timestamps 0 prints timestamps on console messages
\r
939 v_brightness 0 brightness of black, useful for monitors that are too dark
\r
940 v_centermove 0.15 how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)
\r
941 v_centerspeed 500 how fast the view centers itself
\r
942 v_color_black_b 0 desired color of black
\r
943 v_color_black_g 0 desired color of black
\r
944 v_color_black_r 0 desired color of black
\r
945 v_color_enable 0 enables black-grey-white color correction curve controls
\r
946 v_color_grey_b 0.5 desired color of grey
\r
947 v_color_grey_g 0.5 desired color of grey
\r
948 v_color_grey_r 0.5 desired color of grey
\r
949 v_color_white_b 1 desired color of white
\r
950 v_color_white_g 1 desired color of white
\r
951 v_color_white_r 1 desired color of white
\r
952 v_contrast 1 brightness of white (values above 1 give a brighter image with increased color saturation, unlike v_gamma)
\r
953 v_deathtilt 1 whether to use sideways view when dead
\r
954 v_deathtiltangle 80 what roll angle to use when tilting the view while dead
\r
955 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
956 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
957 v_idlescale 0 how much of the quake 'drunken view' effect to use
\r
958 v_ipitch_cycle 1 v_idlescale pitch speed
\r
959 v_ipitch_level 0.3 v_idlescale pitch amount
\r
960 v_iroll_cycle 0.5 v_idlescale roll speed
\r
961 v_iroll_level 0.1 v_idlescale roll amount
\r
962 v_iyaw_cycle 2 v_idlescale yaw speed
\r
963 v_iyaw_level 0.3 v_idlescale yaw amount
\r
964 v_kickpitch 0.6 how much a view kick from damage pitches your view
\r
965 v_kickroll 0.6 how much a view kick from damage rolls your view
\r
966 v_kicktime 0.5 how long a view kick from damage lasts
\r
967 v_psycho 0 easter egg (does not work on Windows2000 or above)
\r
968 vid_bitsperpixel 32 how many bits per pixel to render at (32 or 16, 32 is recommended)
\r
969 vid_conheight 480 virtual height of 2D graphics system
\r
970 vid_conwidth 640 virtual width of 2D graphics system
\r
971 vid_dgamouse 1 make use of DGA mouse input
\r
972 vid_fullscreen 1 use fullscreen (1) or windowed (0)
\r
973 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
974 vid_hardwaregammasupported 1 indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps)
\r
975 vid_height 480 resolution
\r
976 vid_minheight 0 minimum vid_height that is acceptable (to be set in default.cfg in mods)
\r
977 vid_minwidth 0 minimum vid_width that is acceptable (to be set in default.cfg in mods)
\r
978 vid_mouse 1 whether to use the mouse in windowed mode (fullscreen always does)
\r
979 vid_pixelheight 1 adjusts vertical field of vision to account for non-square pixels (1280x1024 on a CRT monitor for example)
\r
980 vid_refreshrate 60 refresh rate to use, in hz (higher values flicker less, if supported by your monitor)
\r
981 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
982 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
983 vid_width 640 resolution
\r
984 viewsize 100 how large the view should be, 110 disables inventory bar, 120 disables status bar
\r
985 volume 0.7 volume of sound effects
\r
989 Full console command list as of 2007-03-11:
\r
990 +attack begin firing
\r
991 +back move backward
\r
992 +button3 activate button3 (behavior depends on mod)
\r
993 +button4 activate button4 (behavior depends on mod)
\r
994 +button5 activate button5 (behavior depends on mod)
\r
995 +button6 activate button6 (behavior depends on mod)
\r
996 +button7 activate button7 (behavior depends on mod)
\r
997 +button8 activate button8 (behavior depends on mod)
\r
998 +button9 activate button9 (behavior depends on mod)
\r
999 +button10 activate button10 (behavior depends on mod)
\r
1000 +button11 activate button11 (behavior depends on mod)
\r
1001 +button12 activate button12 (behavior depends on mod)
\r
1002 +button13 activate button13 (behavior depends on mod)
\r
1003 +button14 activate button14 (behavior depends on mod)
\r
1004 +button15 activate button15 (behavior depends on mod)
\r
1005 +button16 activate button16 (behavior depends on mod)
\r
1006 +forward move forward
\r
1008 +klook activate keyboard looking mode, do not recenter view
\r
1010 +lookdown look downward
\r
1011 +lookup look upward
\r
1012 +mlook activate mouse looking mode, do not recenter view
\r
1013 +movedown swim downward
\r
1014 +moveleft strafe left
\r
1015 +moveright strafe right
\r
1016 +moveup swim upward
\r
1018 +showscores show scoreboard
\r
1019 +speed activate run mode (faster movement and turning)
\r
1020 +strafe activate strafing mode (move instead of turn)
\r
1021 +use use something (may be used by some mods)
\r
1022 -attack stop firing
\r
1023 -back stop moving backward
\r
1024 -button3 deactivate button3
\r
1025 -button4 deactivate button4
\r
1026 -button5 deactivate button5
\r
1027 -button6 deactivate button6
\r
1028 -button7 deactivate button7
\r
1029 -button8 deactivate button8
\r
1030 -button9 deactivate button9
\r
1031 -button10 deactivate button10
\r
1032 -button11 deactivate button11
\r
1033 -button12 deactivate button12
\r
1034 -button13 deactivate button13
\r
1035 -button14 deactivate button14
\r
1036 -button15 deactivate button15
\r
1037 -button16 deactivate button16
\r
1038 -forward stop moving forward
\r
1039 -jump end jump (so you can jump again)
\r
1040 -klook deactivate keyboard looking mode
\r
1041 -left stop turning left
\r
1042 -lookdown stop looking downward
\r
1043 -lookup stop looking upward
\r
1044 -mlook deactivate mouse looking mode
\r
1045 -movedown stop swimming downward
\r
1046 -moveleft stop strafing left
\r
1047 -moveright stop strafing right
\r
1048 -moveup stop swimming upward
\r
1049 -right stop turning right
\r
1050 -showscores hide scoreboard
\r
1051 -speed deactivate run mode
\r
1052 -strafe deactivate strafing mode
\r
1053 -use stop using something
\r
1054 alias create a script function (parameters are passed in as $1 through $9, and $* for all parameters)
\r
1055 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
1056 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
1057 bf briefly flashes a bright color tint on view (used when items are picked up)
\r
1058 bind binds a command to the specified key in bindmap 0
\r
1059 bottomcolor QW command to set bottom color without changing top color
\r
1060 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
1061 cddrive select an SDL-detected CD drive by number
\r
1062 centerview gradually recenter view (stop looking up/down)
\r
1063 changelevel change to another level, bringing along all connected clients
\r
1064 changing sent by qw servers to tell client to wait for level change
\r
1065 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
1066 cl_areastats prints statistics on entity culling during collision traces
\r
1067 cl_begindownloads used internally by darkplaces client while connecting (causes loading of models and sounds or triggers downloads for missing ones)
\r
1068 cl_downloadbegin (networking) informs client of download file information, client replies with sv_startsoundload to begin the transfer
\r
1069 cl_downloadfinished signals that a download has finished and provides the client with file size and crc to check its integrity
\r
1070 cl_particles_reloadeffects reloads effectinfo.txt
\r
1071 clear clear console history
\r
1072 cmd send a console commandline to the server (used by some mods)
\r
1073 cmdlist lists all console commands beginning with the specified prefix
\r
1074 color change your player shirt and pants colors
\r
1075 condump output console history to a file (see also log_file)
\r
1076 connect connect to a server by IP address or hostname
\r
1077 curl download data from an URL and add to search path
\r
1078 cvar_lockdefaults stores the current values of all cvars into their default values, only used once during startup after parsing default.cfg
\r
1079 cvar_resettodefaults_all sets all cvars to their locked default values
\r
1080 cvar_resettodefaults_nosaveonly sets all non-saved cvars to their locked default values (variables that will not be saved to config.cfg)
\r
1081 cvar_resettodefaults_saveonly sets all saved cvars to their locked default values (variables that will be saved to config.cfg)
\r
1082 cvarlist lists all console variables beginning with the specified prefix
\r
1083 demos restart looping demos defined by the last startdemos command
\r
1084 dir list files in searchpath matching an * filename pattern, one per line
\r
1085 disconnect disconnect from server (or disconnect all clients if running a server)
\r
1086 download downloads a specified file from the server
\r
1087 echo print a message to the console (useful in scripts)
\r
1088 entities print information on network entities known to client
\r
1089 envmap render a cubemap (skybox) of the current scene
\r
1090 exec execute a script file
\r
1091 fly fly mode (flight)
\r
1092 fog set global fog parameters (density red green blue mindist maxdist)
\r
1093 force_centerview recenters view (stops looking up/down)
\r
1094 fs_rescan rescans filesystem for new pack archives and any other changes
\r
1095 fullinfo allows client to modify their userinfo
\r
1096 fullserverinfo internal use only, sent by server to client to update client's local copy of serverinfo string
\r
1097 gamedir changes active gamedir list (can take multiple arguments), not including base directory (example usage: gamedir ctf)
\r
1098 give alter inventory
\r
1099 gl_texturemode set texture filtering mode (GL_NEAREST, GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, etc)
\r
1100 god god mode (invulnerability)
\r
1101 heartbeat send a heartbeat to the master server (updates your server information)
\r
1102 help open the help menu
\r
1103 impulse send an impulse number to server (select weapon, use item, etc)
\r
1104 in_bind binds a command to the specified key in the selected bindmap
\r
1105 in_bindmap selects active foreground and background (used only if a key is not bound in the foreground) bindmaps for typing
\r
1106 in_unbind removes command on the specified key in the selected bindmap
\r
1107 joyadvancedupdate applies current joyadv* cvar settings to the joystick driver
\r
1108 kick kick a player off the server by number or name
\r
1109 kill die instantly
\r
1110 load load a saved game file
\r
1111 loadconfig reset everything and reload configs
\r
1112 loadsky load a skybox by basename (for example loadsky mtnsun_ loads mtnsun_ft.tga and so on)
\r
1113 locs_add add a point or box location (usage: x y z[ x y z] \
\r
1114 locs_clear remove all loc points/boxes
\r
1115 locs_reload reload .loc file for this map
\r
1116 locs_removenearest remove the nearest point or box (note: you need to be very near a box to remove it)
\r
1117 locs_save save .loc file for this map containing currently defined points and boxes
\r
1118 ls list files in searchpath matching an * filename pattern, multiple per line
\r
1119 map kick everyone off the server and start a new level
\r
1120 maps list information about available maps
\r
1121 maxplayers sets limit on how many players (or bots) may be connected to the server at once
\r
1122 memlist prints memory pool information (or if used as memlist 5 lists individual allocations of 5K or larger, 0 lists all allocations)
\r
1123 memstats prints memory system statistics
\r
1124 menu_credits open the credits menu
\r
1125 menu_fallback switch to engine menu (unload menu.dat)
\r
1126 menu_keys open the key binding menu
\r
1127 menu_load open the loadgame menu
\r
1128 menu_main open the main menu
\r
1129 menu_multiplayer open the multiplayer menu
\r
1130 menu_options open the options menu
\r
1131 menu_options_colorcontrol open the color control menu
\r
1132 menu_options_effects open the effects options menu
\r
1133 menu_options_graphics open the graphics options menu
\r
1134 menu_quit open the quit menu
\r
1135 menu_reset open the reset to defaults menu
\r
1136 menu_restart restart menu system (reloads menu.dat
\r
1137 menu_save open the savegame menu
\r
1138 menu_setup open the player setup menu
\r
1139 menu_singleplayer open the singleplayer menu
\r
1140 menu_transfusion_episode open the transfusion episode select menu
\r
1141 menu_transfusion_skill open the transfusion skill select menu
\r
1142 menu_video open the video options menu
\r
1143 messagemode input a chat message to say to everyone
\r
1144 messagemode2 input a chat message to say to only your team
\r
1145 modellist prints a list of loaded models
\r
1146 modelprecache load a model
\r
1147 name change your player name
\r
1148 net_slist query dp master servers and print all server information
\r
1149 net_slistqw query qw master servers and print all server information
\r
1150 net_stats print network statistics
\r
1151 nextul sends next fragment of current upload buffer (screenshot for example)
\r
1152 noclip noclip mode (flight without collisions, move through walls)
\r
1153 notarget notarget mode (monsters do not see you)
\r
1154 packet send a packet to the specified address:port containing a text string
\r
1155 path print searchpath (game directories and archives)
\r
1156 pause pause the game (if the server allows pausing)
\r
1157 pausedemo pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)
\r
1158 ping print ping times of all players on the server
\r
1159 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
1160 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
1161 play play a sound at your current location (not heard by anyone else)
\r
1162 play2 play a sound globally throughout the level (not heard by anyone else)
\r
1163 playdemo watch a demo file
\r
1164 playermodel change your player model
\r
1165 playerskin change your player skin number
\r
1166 playvideo play a .dpv video file
\r
1167 playvol play a sound at the specified volume level at your current location (not heard by anyone else)
\r
1168 pmodel change your player model choice (Nehahra specific)
\r
1169 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
1170 prespawn signon 1 (client acknowledges that server information has been received)
\r
1171 prvm_edict print all data about an entity number in the selected VM (server, client, menu)
\r
1172 prvm_edictcount prints number of active entities in the selected VM (server, client, menu)
\r
1173 prvm_edicts set a property on an entity number in the selected VM (server, client, menu)
\r
1174 prvm_edictset changes value of a specified property of a specified entity in the selected VM (server, client, menu)
\r
1175 prvm_fields prints usage statistics on properties (how many entities have non-zero values) in the selected VM (server, client, menu)
\r
1176 prvm_global prints value of a specified global variable in the selected VM (server, client, menu)
\r
1177 prvm_globals prints all global variables in the selected VM (server, client, menu)
\r
1178 prvm_globalset sets value of a specified global variable in the selected VM (server, client, menu)
\r
1179 prvm_printfunction prints a disassembly (QuakeC instructions) of the specified function in the selected VM (server, client, menu)
\r
1180 prvm_profile prints execution statistics about the most used QuakeC functions in the selected VM (server, client, menu)
\r
1181 quit quit the game
\r
1182 r_editlights_clear removes all world lights (let there be darkness!)
\r
1183 r_editlights_copyinfo store a copy of all properties (except origin) of the selected light
\r
1184 r_editlights_edit changes a property on the selected light
\r
1185 r_editlights_editall changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)
\r
1186 r_editlights_help prints documentation on console commands and variables in rtlight editing system
\r
1187 r_editlights_importlightentitiesfrommap load lights from .ent file or map entities (ignoring .rtlights or .lights file)
\r
1188 r_editlights_importlightsfile load lights from .lights file (ignoring .rtlights or .ent files and map entities)
\r
1189 r_editlights_pasteinfo apply the stored properties onto the selected light (making it exactly identical except for origin)
\r
1190 r_editlights_reload reloads rtlights file (or imports from .lights file or .ent file or the map itself)
\r
1191 r_editlights_remove remove selected light
\r
1192 r_editlights_save save .rtlights file for current level
\r
1193 r_editlights_spawn creates a light with default properties (let there be light!)
\r
1194 r_editlights_togglecorona toggle on/off the corona option on the selected light
\r
1195 r_editlights_toggleshadow toggle on/off the shadow option on the selected light
\r
1196 r_glsl_restart unloads GLSL shaders, they will then be reloaded as needed
\r
1197 r_listmaptextures list all textures used by the current map
\r
1198 r_replacemaptexture override a map texture for testing purposes
\r
1199 r_restart restarts renderer
\r
1200 r_shadow_help prints documentation on console commands and variables used by realtime lighting and shadowing system
\r
1201 r_texturestats print information about all loaded textures and some statistics
\r
1202 rate change your network connection speed
\r
1203 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
1204 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
1205 record record a demo
\r
1206 restart restart current level
\r
1207 save save the game to a file
\r
1208 saveconfig save settings to config.cfg immediately (also automatic when quitting)
\r
1209 say send a chat message to everyone on the server
\r
1210 say_team send a chat message to your team on the server
\r
1211 screenshot takes a screenshot of the next rendered frame
\r
1212 sendcvar sends the value of a cvar to the server as a sentcvar command, for use by QuakeC
\r
1213 set create or change the value of a console variable
\r
1214 seta create or change the value of a console variable that will be saved to config.cfg
\r
1215 setinfo modifies your userinfo
\r
1216 sizedown decrease view size (decreases viewsize cvar)
\r
1217 sizeup increase view size (increases viewsize cvar)
\r
1218 skins downloads missing qw skins from server
\r
1219 snd_unloadallsounds unload all sound files
\r
1220 snd_restart restart sound system
\r
1221 soundinfo print sound system information (such as channels and speed)
\r
1222 soundlist list loaded sounds
\r
1223 spawn signon 2 (client has sent player information, and is asking server to send scoreboard rankings)
\r
1224 startdemos start playing back the selected demos sequentially (used at end of startup script)
\r
1225 status print server status information
\r
1226 stop stop recording or playing a demo
\r
1227 stopdemo stop playing or recording demo (like stop command) and return to looping demos
\r
1228 stopdownload terminates a download
\r
1230 stopul aborts current upload (screenshot for example)
\r
1231 stopvideo stop playing a .dpv video file
\r
1232 stuffcmds execute commandline parameters (must be present in quake.rc script)
\r
1233 sv_areastats prints statistics on entity culling during collision traces
\r
1234 sv_saveentfile save map entities to .ent file (to allow external editing)
\r
1235 sv_startdownload begins sending a file to the client (network protocol use only)
\r
1236 tell send a chat message to only one person on the server
\r
1237 timedemo play back a demo as fast as possible and save statistics to benchmark.log
\r
1238 timerefresh turn quickly and print rendering statistcs
\r
1239 toggle toggles a console variable's values (use for more info)
\r
1240 toggleconsole opens or closes the console
\r
1241 togglemenu opens or closes menu
\r
1242 topcolor QW command to set top color without changing bottom color
\r
1243 unbind removes a command on the specified key in bindmap 0
\r
1244 unbindall removes all commands from all keys in all bindmaps (leaving only shift-escape and escape)
\r
1245 user prints additional information about a player number or name on the scoreboard
\r
1246 users prints additional information about all players on the scoreboard
\r
1247 v_cshift sets tint color of view
\r
1248 version print engine version
\r
1249 vid_restart restarts video system (closes and reopens the window, restarts renderer)
\r
1250 viewframe change animation frame of viewthing entity in current level
\r
1251 viewmodel change model of viewthing entity in current level
\r
1252 viewnext change to next animation frame of viewthing entity in current level
\r
1253 viewprev change to previous animation frame of viewthing entity in current level
\r
1254 wait make script execution wait for next rendered frame
\r
1255 which accepts a file name as argument and reports where the file is taken from
\r
1258 How to install Quake on Windows:
\r
1259 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
1261 How to deal with a DOS Quake CD on Windows:
\r
1262 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
1264 How to deal with a WinQuake CD on Windows:
\r
1265 Copy the D:\Data\id1\pak0.pak and pak1.pak to your id1 directory.
\r
1267 How to deal with a Linux Quake CD on Windows:
\r
1268 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
1272 How to install Quake on Linux:
\r
1273 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
1276 ./darkplaces-sdl $*
\r
1277 Then do chmod +x ~/bin/darkplaces
\r
1279 For more information on Quake installation on Linux see http://www.tldp.org/HOWTO/Quake-HOWTO.html" (the Linux Quake How To)
\r
1281 How to deal with a DOS Quake CD on Linux:
\r
1282 cat /media/cdrom/resource.001 /media/cdrom/resource.002 >quake.lha
\r
1284 If you can't get unlha or lha for your distribution, try using DOSBox to run the Quake installer.
\r
1286 How to deal with a WinQuake CD on Linux:
\r
1287 Copy the /media/cdrom/data/id1/pak*.pak to your id1 directory.
\r
1289 How to deal with a Linux Quake CD on Linux:
\r
1292 # in the following line replace quake.rpm with a correct rpm filename
\r
1293 cat /media/cdrom/quake.rpm | rpm2cpio | cpio -i
\r
1294 Now you should have a mess of subdirectories, locate the pak files and copy to your id1 directory.
\r
1295 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
1299 How to install Quake on Mac OS X:
\r
1300 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
1302 How to deal with a DOS Quake CD on Mac OS X:
\r
1303 Unknown. Linux solution may work if you can get hold of lha, otherwise use DOSBox to run the Quake installer.
\r
1305 How to deal with a WinQuake CD on Mac OS X:
\r
1306 Find the data folder on the cdrom and copy the data/id1/pak*.pak files to your id1 folder.
\r
1308 How to deal with a Linux Quake CD on Mac OS X:
\r
1309 Unknown. If you can get hold of rpm2cpio and cpio you should be able to follow the Linux method.
\r
1314 Tomaz for adding features, fixing many bugs, and being generally helpful.
\r
1315 Andreas 'Black' Kirsch for much work on the QuakeC VM (menu.dat, someday clprogs.dat) and other contributions.
\r
1316 Mathieu 'Elric' Olivier for much work on the sound engine (especially the Ogg vorbis support)
\r
1317 MoALTz for some bugfixes and cleanups
\r
1318 Joseph Caporale for adding 5 mouse button support.
\r
1319 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
1320 Zombie for making great levels and general DarkPlaces publicity.
\r
1321 FrikaC for FrikQCC and FrikBot and general community support.
\r
1322 Transfusion Project for recreating Blood in the world of Quake.
\r
1323 de-we for the great icons.
\r
1324 |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
1325 VorteX for the DP_QC_GETTAGINFO extension.
\r
1326 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
1329 Shader parameters for DP's own features:
\r
1330 - dp_reflect <distort> <r> <g> <b> <a>
\r
1331 Makes surfaces of this shader reflective with r_water. The reflection is
\r
1332 alpha blended on the texture with the given alpha, and modulated by the given
\r
1333 color. distort is used in conjunction with the normalmap to simulate a
\r
1334 nonplanar water surface.
\r
1335 - dp_refract <distort> <r> <g> <b>
\r
1336 Makes surfaces of this shader refractive with r_water. The refraction
\r
1337 replaces the transparency of the texture. distort is used in conjunction with
\r
1338 the normalmap to simulate a nonplanar water surface.
\r
1339 - dp_water <reflectmin> <reflectmax> <refractdistort> <reflectdistort> <refractr> <refractg> <refractb> <reflectr> <reflectg> <reflectb> <alpha>
\r
1340 This combines the effects of dp_reflect and dp_refract to simulate a water
\r
1341 surface. However, the refraction and the reflection are mixed using a Fresnel
\r
1342 equation that makes the amount of reflection slide from reflectmin when
\r
1343 looking parallel to the water to reflectmax when looking directly into the
\r
1344 water. The result of this reflection/refraction mix is then layered BELOW the
\r
1345 texture of the shader, so basically, it "fills up" the alpha values of the
\r
1346 water. The alpha value is a multiplicator for the alpha value on the texture
\r
1347 - set this to a small value like 0.1 to emphasize the reflection and make
\r
1348 the water transparent; but if r_water is 0, alpha isn't used, so the water can
\r
1349 be very visible then too.
\r
1350 - tcmod page <width> <height> <delay>
\r
1351 The texture is shifted by 1/<width> every <delay> seconds, and by 1/<height>
\r
1352 every <delay>*<width> seconds. It is some sort of animmap replacement that keeps
\r
1353 all animation frames in a single texture.
\r
1354 To use it, make a texture with the frames aligned in a grid like this:
\r
1357 then align it in Radiant so only one of the animation frames can be seen on
\r
1358 the surface, and specify "tcmod page 4 2 0.1". DP will then display the frames
\r
1359 in order and the cycle will repeat every 0.8 seconds.
\r