DarkPlaces

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Project Engine notes:

  1. r_draviewmodel 0 doesn't seem to save to config; check the roll cvars too
  2. set command warning messages with zoom alias. How to fix?
  3. eliminate single player menu for custom compile? (avoid this I hope)



DarkPlaces Console Variable List
CVAR Description
_cl_color is "204.000000" ["0"] internal storage cvar for current playercolors (changed by color command)
_cl_name is "phillip" ["player"] internal storage cvar for current player name (changed by name command)
_cl_playermodel is "" [""] internal storage cvar for current player model inNexuiz (changed by playermodel command)
_cl_playerskin is "" [""] internal storage cvar for current player skin inNexuiz (changed by playerskin command)
_cl_rate is "10000" ["10000"] internal storage cvar for current rate (changedby rate command)
_snd_mixahead is "0.1" ["0.1"] how much sound to mix ahead of time
ambient_fade is "100" ["100"] rate of volume fading when moving from oneenvironment to another
ambient_level is "0.3" ["0.3"] volume of environment noises (water and wind)
bgmvolume is "1" ["1"] volume of background music (such as CD music orreplacement files such as sound/cdtracks/track002.ogg)
cdaudioinitialized is "1" ["1"] indicates if CD Audio system is active
chase_active is "0" ["0"] enables chase cam
chase_back is "48" ["48"] chase cam distance from the player
chase_up is "24" ["24"] chase cam distance from the player
cl_anglespeedkey is "1.5" ["1.5"] how much +speed multiplies keyboard turningspeed
cl_autodemo is "0" ["0"] records every game played, using the date/time andmap name to name the demo file
cl_autodemo_nameformat is "%Y-%m-%d_%H-%M" ["%Y-%m-%d_%H-%M"] The format ofthe cl_autodemo filename, followed by the map name
cl_backspeed is "999" ["400"] backward movement speed
cl_beams_instantaimhack is "1" ["1"] makes your lightning gun aiming updateinstantly
cl_beams_lightatend is "0" ["0"] make a light at the end of the beam
cl_beams_polygons is "1" ["1"] use beam polygons instead of models
cl_beams_quakepositionhack is "1" ["1"] makes your lightning gun appear tofire from your waist (as in Quake and QuakeWorld)
cl_bob is "0.02" ["0.02"] view bobbing amount
cl_bobcycle is "0.6" ["0.6"] view bobbing speed
cl_bobmodel is "1" ["1"] enables gun bobbing
cl_bobmodel_side is "0.05" ["0.05"] gun bobbing sideways sway amount
cl_bobmodel_speed is "7" ["7"] gun bobbing speed
cl_bobmodel_up is "0.02" ["0.02"] gun bobbing upward movement amount
cl_bobup is "0.5" ["0.5"] view bobbing adjustment that makes the up or downswing of the bob last longer
cl_capturevideo is "0" ["0"] enables saving of video to a .avi file usinguncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboostaffects the brightness of the output)
cl_capturevideo_fps is "30" ["30"] how many frames per second to save (29.97for NTSC, 30 for typical PC video, 15 can be useful)
cl_capturevideo_number is "1" ["1"] number to append to video filename,incremented each time a capture begins
cl_capturevideo_realtime is "0" ["0"] causes video saving to operate inrealtime (mostly useful while playing, not while capturing demos), this canproduce a much lower quality video due to poor sound/video sync and will abortsaving if your machine stalls for over 1 second
cl_curl_enabled is "0" ["0"] whether client's download support is enabled
cl_curl_maxdownloads is "1" ["1"] maximum number of concurrent HTTP/FTPdownloads
cl_curl_maxspeed is "100" ["100"] maximum download speed (KiB/s)
cl_deathnoviewmodel is "1" ["1"] hides gun model when dead
cl_deathscoreboard is "1" ["1"] shows scoreboard (+showscores) while dead
cl_decals is "1" ["0"] enables decals (bullet holes, blood, etc)
cl_decals_fadetime is "20" ["20"] how long decals take to fade away
cl_decals_time is "0" ["0"] how long before decals start to fade away
cl_dlights_decaybrightness is "1" ["1"] reduces brightness of light flashesover time
cl_dlights_decayradius is "1" ["1"] reduces size of light flashes over time
cl_explosions_alpha_end is "0" ["0"] end alpha of an explosion shell (justbefore it disappears)
cl_explosions_alpha_start is "1.5" ["1.5"] starting alpha of an explosionshell
cl_explosions_lifetime is "0.5" ["0.5"] how long an explosion shell lasts
cl_explosions_size_end is "128" ["128"] ending alpha of an explosion shell(just before it disappears)
cl_explosions_size_start is "16" ["16"] starting size of an explosion shell
cl_forwardspeed is "999" ["400"] forward movement speed
cl_gravity is "800" ["800"] how much gravity to apply in client physics(should match sv_gravity)
cl_iplog_name is "darkplaces_iplog.txt" ["darkplaces_iplog.txt"] name of iplog file containing player addresses for iplog_list command and automatic iplogging when parsing status command
cl_itembobheight is "0" ["0"] how much items bob up and down (try 8)
cl_itembobspeed is "0.5" ["0.5"] how frequently items bob up and down
cl_joinbeforedownloadsfinish is "1" ["1"] if non-zero the game will beginafter the map is loaded before other downloads finish
cl_maxfps is "1000" ["1000"] maximum fps cap, if game is running faster thanthis it will wait before running another frame (useful to make cpu timeavailable to other programs)
cl_movement is "0" ["0"] enables clientside prediction of your player movement
cl_movement_accelerate is "10" ["10"] how fast you accelerate (should matchsv_accelerate)
cl_movement_airaccel_qw is "1" ["1"] ratio of QW-style air control as opposedto simple acceleration (should match sv_airaccel_qw)
cl_movement_airaccel_sideways_friction is "0" ["0"] anti-sideways movementstabilization (should match sv_airaccel_sideways_friction)
cl_movement_airaccelerate is "-1" ["-1"] how fast you accelerate while in theair (should match sv_airaccelerate), if less than 0 the cl_movement_acceleratevariable is used instead
cl_movement_edgefriction is "2" ["2"] how much to slow down when you may beabout to fall off a ledge (should match edgefriction)
cl_movement_friction is "4" ["4"] how fast you slow down (should matchsv_friction)
cl_movement_jumpvelocity is "270" ["270"] how fast you move upward when youbegin a jump (should match the quakec code)
cl_movement_maxairspeed is "30" ["30"] how fast you can move while in the air(should match sv_maxairspeed)
cl_movement_maxspeed is "320" ["320"] how fast you can move (should matchsv_maxspeed)
cl_movement_minping is "50" ["50"] whether to use prediction when ping islower than this value in milliseconds
cl_movement_stepheight is "18" ["18"] how tall a step you can step in oneinstant (should match sv_stepheight)
cl_movement_stopspeed is "100" ["100"] speed below which you will be slowedrapidly to a stop rather than sliding endlessly (should match sv_stopspeed)
cl_movespeedkey is "2.0" ["2.0"] how much +speed multiplies keyboard movementspeed
cl_netinputpacketlosstolerance is "4" ["4"] how many packets in a row can belost without movement issues when using cl_movement (technically how many inputmessages to repeat in each packet that have not yet been acknowledged by theserver)
cl_netinputpacketspersecond is "50" ["50"] how many input packets to send toserver each second
cl_netlocalping is "0" ["0"] lags local loopback connection by this much pingtime (useful to play more fairly on your own server with people with higherpings)
cl_netpacketloss is "0" ["0"] drops this percentage of packets (incoming andoutgoing), useful for testing network protocol robustness (effects failing tostart, sounds failing to play, etc)
cl_nettimesyncmode is "2" ["2"] selects method of time synchronization inclient 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 ofbounds), 3 = tight sync and bounding
cl_nodelta is "0" ["0"] disables delta compression of non-player entities inQW network protocol
cl_nolerp is "0" ["0"] network update smoothing
cl_noplayershadow is "0" ["0"] hide player shadow
cl_particles is "1" ["1"] enables particle effects
cl_particles_blood is "1" ["1"] enables blood effects
cl_particles_blood_alpha is "1" ["0.5"] opacity of blood
cl_particles_blood_bloodhack is "1" ["1"] make certain quake particle() callscreate blood effects instead
cl_particles_bubbles is "1" ["1"] enables bubbles (used by multiple effects)
cl_particles_bulletimpacts is "1" ["1"] enables bulletimpact effects
cl_particles_explosions_shell is "0" ["0"] enables polygonal shell fromexplosions
cl_particles_explosions_smokes is "0" ["0"] enables smoke from explosions
cl_particles_explosions_sparks is "1" ["1"] enables sparks from explosions
cl_particles_quake is "0" ["0"] makes particle effects look mostly like theones in Quake
cl_particles_quality is "1" ["1"] multiplies number of particles and reducestheir alpha
cl_particles_rain is "1" ["1"] enables rain effects
cl_particles_size is "1" ["1"] multiplies particle size
cl_particles_smoke is "1" ["1"] enables smoke (used by multiple effects)
cl_particles_smoke_alpha is "0.5" ["0.5"] smoke brightness
cl_particles_smoke_alphafade is "0.55" ["0.55"] brightness fade per second
cl_particles_snow is "1" ["1"] enables snow effects
cl_particles_sparks is "1" ["1"] enables sparks (used by multiple effects)
cl_pitchspeed is "150" ["150"] keyboard pitch turning speed
cl_port is "0" ["0"] forces client to use chosen port number if not 0
cl_prydoncursor is "0" ["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
cl_rollangle is "2.0" ["2.0"] how much to tilt the view when strafing
cl_rollspeed is "200" ["200"] how much strafing is necessary to tilt the view
cl_serverextension_download is "1" ["0"] indicates whether the server supports the download command
cl_shownet is "0" ["0"] 1 = print packet size, 2 = print packet message list
cl_sidespeed is "350" ["350"] strafe movement speed
cl_slowmo is "1" ["1"] speed of game time (should match slowmo)
cl_sound_hknighthit is "hknight/hit.wav" ["hknight/hit.wav"] sound to playduring TE_KNIGHTSPIKE (empty cvar disables sound)
cl_sound_r_exp3 is "weapons/r_exp3.wav" ["weapons/r_exp3.wav"] sound to playduring TE_EXPLOSION and related effects (empty cvar disables sound)
cl_sound_ric1 is "weapons/ric1.wav" ["weapons/ric1.wav"] sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
cl_sound_ric2 is "weapons/ric2.wav" ["weapons/ric2.wav"] sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
cl_sound_ric3 is "weapons/ric3.wav" ["weapons/ric3.wav"] sound to play with10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
cl_sound_tink1 is "weapons/tink1.wav" ["weapons/tink1.wav"] sound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
cl_sound_wizardhit is "wizard/hit.wav" ["wizard/hit.wav"] sound to play during TE_WIZSPIKE (empty cvar disables sound)
cl_stainmaps is "0" ["1"] stains lightmaps, much faster than decals butblurred
cl_stainmaps_clearonload is "1" ["1"] clear stainmaps on map restart
cl_stairsmoothspeed is "160" ["160"] how fast your view moves upward/downwardwhen running up/down stairs
cl_upspeed is "400" ["400"] vertical movement speed (while swimming or flying)
cl_viewmodel_scale is "0.3" ["0.3"] changes size of gun model, lower valuesprevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible
cl_yawspeed is "140" ["140"] keyboard yaw turning speed
cmdline is "e:\quake\darkplaces.exe -width 640 -height 480 -bpp 32 -dinput-sndspeed 11025 -sndstereo -game undergate +map undergate -window "["e:\quake\darkplaces.exe -width 640 -height 480 -bpp 32 -dinput -sndspeed 11025 -sndstereo -game undergate +map undergate -window "] contains commandline theengine was launched with
collision_endnudge is "0" ["0"] how much to bias collision trace end
collision_enternudge is "0" ["0"] how much to bias collision entry fraction
collision_impactnudge is "0.03125" ["0.03125"] how much to back off from theimpact
collision_leavenudge is "0" ["0"] how much to bias collision exit fraction
collision_prefernudgedfraction is "1" ["1"] whether to sort collision eventsby nudged fraction (1) or real fraction (0)
collision_startnudge is "0" ["0"] how much to bias collision trace start
con_closeontoggleconsole is "1" ["1"] allows toggleconsole binds to close theconsole as well
con_notify is "4" ["4"] how many notify lines to show (0-32)
con_notifytime is "3" ["3"] how long notify lines last, in seconds
con_textsize is "8" ["8"] console text size in virtual 2D pixels
coop is "0" ["0"] coop mode, 0 = no coop, 1 = coop mode, multiple playersplaying through the singleplayer game (coop mode also shuts off deathmatch)
crosshair is "2" ["0"] selects crosshair to use (0 is none)
crosshair_color_alpha is "1" ["1"] how opaque the crosshair should be
crosshair_color_blue is "1" ["0"] customizable crosshair color
crosshair_color_green is "1" ["0"] customizable crosshair color
crosshair_color_red is "1" ["1"] customizable crosshair color
crosshair_size is ".5" ["1"] adjusts size of the crosshair on the screen
csqc_progcrc is "-1" ["-1"] CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1
csqc_progname is "csprogs.dat" ["csprogs.dat"] name of csprogs.dat file toload
csqc_progsize is "-1" ["-1"] file size of csprogs.dat file to load (-1 isnone), only used during level changes and then reset to -1
cutscene is "1" ["1"] enables cutscenes in nehahra, can be used by other mods
deathmatch is "0" ["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)
demo_nehahra is "0" ["0"] reads all quake demos as nehahra movie protocol
developer is "0" ["0"] prints additional debugging messages and information(recommended for modders and level designers)
developer_entityparsing is "0" ["0"] prints detailed network entitiesinformation each time a packet is received
developer_memory is "0" ["0"] prints debugging information about memoryallocations
developer_memorydebug is "0" ["0"] enables memory corruption checks (veryslow)
developer_networkentities is "0" ["0"] prints received entities, value is 0-4(higher for more info)
developer_networking is "0" ["0"] prints all received and sent packets(recommended only for debugging)
developer_texturelogging is "0" ["0"] produces a textures.log file containingnames of skins and map textures the engine tried to load
edgefriction is "2" ["2"] how much you slow down when nearing a ledge youmight fall off
forceqmenu is "0" ["0"] enables the quake menu instead of the quakec menu.dat(if present)
fov is "108" ["90"] field of vision, 1-170 degrees, default 90, some playersuse 110-130
fraglimit is "0" ["0"] ends level if this many frags is reached by any player
freelook is "1" ["1"] mouse controls pitch instead of forward/back
gamecfg is "0" ["0"] unused cvar in quake, can be used by mods
gameversion is "0" ["0"] version of game data (mod-specific), when client andserver gameversion mismatch in the server browser the server is shown asincompatible
gl_combine is "1" ["1"] faster rendering by using GL_ARB_texture_env_combineextension (part of OpenGL 1.3 and above)
gl_dither is "1" ["1"] enables OpenGL dithering (16bit looks bad with thisoff)
gl_ext_separatestencil is "1" ["1"] make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension
gl_ext_stenciltwoside is "1" ["1"] make use of GL_EXT_stenciltwoside extension (NVIDIA only)
gl_finish is "0" ["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 onsome machines)
gl_flashblend is "0" ["0"] render bright coronas for dynamic lights instead of actual lighting, fast but ugly
gl_lightmaps is "0" ["0"] draws only lightmaps, no texture (for leveldesigners)
gl_lockarrays is "0" ["0"] enables use of glLockArraysEXT, may cause glitcheswith some broken drivers, and may be slower than normal
gl_lockarrays_minimumvertices is "1" ["1"] minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance
gl_max_size is "2048" ["2048"] maximum allowed texture size, can be used toreduce video memory usage, note: this is automatically reduced to match videocard capabilities (such as 256 on 3Dfx cards before Voodoo4/5)
gl_mesh_drawrangeelements is "1" ["1"] use glDrawRangeElements function ifavailable instead of glDrawElements (for performance comparisons or bug testing)
gl_mesh_testarrayelement is "0" ["0"] useglBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead ofglDrawElements (useful to test for driver bugs with glDrawElements)
gl_mesh_testmanualfeeding is "0" ["0"] useglBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)
gl_paranoid is "0" ["0"] enables OpenGL error checking and other tests
gl_picmip is "0" ["0"] reduces resolution of textures by powers of 2, forexample 1 will halve width/height, reducing texture memory usage by 75%
gl_polyblend is "1" ["1"] tints view while underwater, hurt, etc
gl_printcheckerror is "0" ["0"] prints all OpenGL error checks, useful toidentify location of driver crashes
gl_texture_anisotropy is "1" ["1"] anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) arerecommended values
halflifebsp is "0" ["0"] indicates the current map is hlbsp format (useful toknow because of different bounding box sizes)
host_framerate is "0" ["0"] locks frame timing to this value in seconds, 0.05is 20fps for example, note that this can easily run too fast, use cl_maxfps ifyou want to limit your framerate instead, or sys_ticrate to limit server speed
host_speeds is "0" ["0"] reports how much time is used inserver/graphics/sound
hostname is "UNNAMED" ["UNNAMED"] server message to show in server browser
in_pitch_max is "90" ["90"] how far upward you can aim (quake used 80
in_pitch_min is "-90" ["-90"] how far downward you can aim (quake used -70
joyadvanced is "0" ["0"] use more than 2 axis joysticks (configuring this isvery technical)
joyadvaxisr is "0" ["0"] axis mapping for joyadvanced 1 mode
joyadvaxisu is "0" ["0"] axis mapping for joyadvanced 1 mode
joyadvaxisv is "0" ["0"] axis mapping for joyadvanced 1 mode
joyadvaxisx is "0" ["0"] axis mapping for joyadvanced 1 mode
joyadvaxisy is "0" ["0"] axis mapping for joyadvanced 1 mode
joyadvaxisz is "0" ["0"] axis mapping for joyadvanced 1 mode
joyforwardsensitivity is "-1.0" ["-1.0"] how fast the joystick moves forward
joyforwardthreshold is "0.15" ["0.15"] minimum joystick movement necessary tomove forward
joyname is "joystick" ["joystick"] name of joystick to use (informationalonly, used only by joyadvanced 1 mode)
joypitchsensitivity is "1.0" ["1.0"] how fast the joystick looks up/down
joypitchthreshold is "0.15" ["0.15"] minimum joystick movement necessary tolook up/down
joysidesensitivity is "-1.0" ["-1.0"] how fast the joystick moves sideways(strafing)
joysidethreshold is "0.15" ["0.15"] minimum joystick movement necessary tomove sideways (strafing)
joystick is "0" ["0"] enables joysticks
joywwhack1 is "0.0" ["0.0"] special hack for wingman warrior
joywwhack2 is "0.0" ["0.0"] special hack for wingman warrior
joyyawsensitivity is "-1.0" ["-1.0"] how fast the joystick turns left/right
joyyawthreshold is "0.15" ["0.15"] minimum joystick movement necessary to turn left/right
locs_enable is "1" ["1"] enables replacement of certain % codes in chatmessages: %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)
locs_show is "0" ["0"] shows defined locations for editing purposes
log_file is "" [""] filename to log messages to
lookspring is "0" ["0"] returns pitch to level with the floor when no longerholding a pitch key
lookstrafe is "0" ["0"] move instead of turning
m_filter is "0" ["0"] smoothes mouse movement, less responsive but smootheraiming
m_forward is "1" ["1"] mouse forward speed multiplier
m_pitch is "0.022" ["0.022"] mouse pitch speed multiplier
m_side is "0.8" ["0.8"] mouse side speed multiplier
m_yaw is "0.022" ["0.022"] mouse yaw speed multiplier
mcbsp is "0" ["0"] indicates the current map is mcbsp format (useful to knowbecause of different bounding box sizes)
menu_options_colorcontrol_correctionvalue is "0.5" ["0.5"] intensity valuethat matches up to white/black dither pattern, should be 0.5 for linear color
mod_q3bsp_curves_collisions is "1" ["1"] enables collisions with curves (SLOW)
mod_q3bsp_debugtracebrush is "0" ["0"] selects different tracebrush bsprecursion algorithms (for debugging purposes only)
mod_q3bsp_lightmapmergepower is "4" ["4"] merges the quake3 128x128 lightmaptextures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ...
mod_q3bsp_optimizedtraceline is "1" ["1"] whether to use optimized tracelinecode for line traces (as opposed to tracebox code)
net_address is "0.0.0.0" ["0.0.0.0"] network address to open ports on
net_connectfloodblockingtimeout is "5" ["5"] when a connection packet isreceived, it will block all future connect packets from that IP address for this many seconds (cuts down on connect floods)
net_connecttimeout is "10" ["10"] after requesting a connection, the clientmust reply within this many seconds or be dropped (cuts down on connect floods)
net_messagetimeout is "300" ["300"] drops players who have not sent anypackets for this many seconds
net_slist_maxtries is "3" ["3"] how many times to ask the same server forinformation (more times gives better ping reports but takes longer)
net_slist_queriesperframe is "4" ["4"] maximum number of server informationrequests to send each rendered frame (guards against low framerates causingproblems)
net_slist_queriespersecond is "20" ["20"] how many server information requests to send per second
net_slist_timeout is "4" ["4"] how long to listen for a server informationresponse before giving up
noaim is "1" ["1"] QW option to disable vertical autoaim
noexit is "0" ["0"] kills anyone attempting to use an exit
nomonsters is "0" ["0"] unused cvar in quake, can be used by mods
nosound is "0" ["0"] disables sound
pausable is "1" ["1"] allow players to pause or not
port is "26000" ["26000"] server port for players to connect to
pr_checkextension is "1" ["1"] indicates to QuakeC that the standard quakecextensions system is available (if 0, quakec should not attempt to useextensions)
prvm_boundscheck is "1" ["1"] enables detection of out of bounds memory access in the QuakeC code being run (in other words, prevents really exceedingly badQuakeC code from doing nasty things to your computer)
prvm_statementprofiling is "0" ["0"] counts how many times each QuakeCstatement has been executed, these counts are displayed in prvm_printfunctionoutput (if enabled)
prvm_traceqc is "0" ["0"] prints every QuakeC statement as it is executed(only for really thorough debugging!)
qport is "28191" ["28191"] identification key for playing on qw servers(allows you to maintain a connection to a quakeworld server even if your portchanges)
r_ambient is "0" ["0"] brighter world cheat (not allowed in multiplayer),value is 0-128
r_batchmode is "1" ["1"] selects method of rendering multiple surfaces withone driver call (values are 0, 1, 2, etc...)
r_bloom is "0" ["0"] enables bloom effect (makes bright pixels affectneighboring pixels)
r_bloom_blur is "4" ["4"] how large the glow is
r_bloom_brighten is "2" ["2"] how bright the glow is, after subtract/power
r_bloom_colorexponent is "1" ["1"] how exagerated the glow is
r_bloom_colorscale is "1" ["1"] how bright the glow is
r_bloom_colorsubtract is "0.125" ["0.125"] reduces bloom colors by a certainamount
r_bloom_resolution is "320" ["320"] what resolution to perform the bloomeffect at (independent of screen resolution)
r_coronas is "1" ["1"] brightness of corona flare effects around certainlights, 0 disables corona effects
r_cullentities_trace is "1" ["1"] probabistically cull invisible entities
r_cullentities_trace_delay is "1" ["1"] number of seconds until the entitygets actually culled
r_cullentities_trace_enlarge is "0" ["0"] box enlargement for entity culling
r_cullentities_trace_samples is "2" ["2"] number of samples to test for entity culling
r_draweffects is "1" ["1"] renders temporary sprite effects
r_drawentities is "1" ["1"] draw entities (doors, players, projectiles, etc)
r_drawexplosions is "1" ["1"] enables rendering of explosion shells (see alsocl_particles_explosions_shell)
r_drawparticles is "1" ["1"] enables drawing of particles
r_drawportals is "0" ["0"] shows portals (separating polygons) in worldinterior in quake1 maps
r_drawviewmodel is "1" ["1"] draw your weapon model
r_dynamic is "1" ["1"] enables dynamic lights (rocket glow and such)
r_editlights is "0" ["0"] enables .rtlights file editing mode
r_editlights_cursordistance is "1024" ["1024"] maximum distance of cursor from eye
r_editlights_cursorgrid is "4" ["4"] snaps cursor to this grid size
r_editlights_cursorpushback is "0" ["0"] how far to pull the cursor backtoward the eye
r_editlights_cursorpushoff is "4" ["4"] how far to push the cursor off theimpacted surface
r_editlights_quakelightsizescale is "1" ["1"] changes size of light entitiesloaded from a map
r_explosionclip is "1" ["1"] enables collision detection for explosion shell(so that it flattens against walls and floors)
r_fullbright is "0" ["0"] make everything bright cheat (not allowed inmultiplayer)
r_fullbrights is "1" ["1"] enables glowing pixels in quake textures (changesneed r_restart to take effect)
r_glsl is "1" ["1"] enables use of OpenGL 2.0 pixel shaders for lighting
r_glsl_deluxemapping is "1" ["1"] use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)
r_glsl_offsetmapping is "0" ["0"] offset mapping effect (also known asparallax mapping or virtual displacement mapping)
r_glsl_offsetmapping_reliefmapping is "0" ["0"] relief mapping effect (higherquality)
r_glsl_offsetmapping_scale is "0.04" ["0.04"] how deep the offset mappingeffect is
r_hdr is "0" ["0"] enables High Dynamic Range bloom effect (higher qualityversion of r_bloom)
r_hdr_glowintensity is "1" ["1"] how bright light emitting textures shouldappear
r_hdr_range is "4" ["4"] how much dynamic range to render bloom with(equivilant to multiplying r_bloom_brighten by this value and dividingr_bloom_colorscale by this value)
r_hdr_scenebrightness is "1" ["1"] global rendering brightness
r_lerpimages is "1" ["1"] bilinear filters images when scaling them up topower of 2 size (mode 1), looks better than glquake (mode 0)
r_lerpmodels is "1" ["1"] enables animation smoothing on models
r_lerpsprites is "1" ["1"] enables animation smoothing on sprites (requiresr_lerpmodels 1)
r_letterbox is "0" ["0"] reduces vertical height of view to simulate aletterboxed movie effect (can be used by mods for cutscenes)
r_lightmaprgba is "1" ["1"] whether to use RGBA (32bit) or RGB (24bit)lightmaps
r_lightningbeam_color_blue is "1" ["1"] color of the lightning beam effect
r_lightningbeam_color_green is "1" ["1"] color of the lightning beam effect
r_lightningbeam_color_red is "1" ["1"] color of the lightning beam effect
r_lightningbeam_qmbtexture is "0" ["0"] load the qmbtextures/particles/lightning.pcx texture instead of generating one, can lookbetter
r_lightningbeam_repeatdistance is "128" ["128"] how far to stretch the texture along the lightning beam effect
r_lightningbeam_scroll is "5" ["5"] speed of texture scrolling on thelightning beam effect
r_lightningbeam_thickness is "4" ["4"] thickness of the lightning beam effect
r_lockpvs is "0" ["0"] disables pvs switching, allows you to walk around andinspect what is visible from a given location in the map (anything not visiblefrom your current location will not be drawn)
r_lockvisibility is "0" ["0"] disables visibility updates, allows you to walkaround and inspect what is visible from a given viewpoint in the map (anythingoffscreen at the moment this is enabled will not be drawn)
r_mipskins is "0" ["0"] mipmaps skins (so they become blurrier in thedistance), disabled by default because it tends to blur with strange bordercolors from the skin
r_mipsprites is "1" ["1"] mipmaps skins (so they become blurrier in thedistance), unlike skins the sprites do not have strange border colors
r_nearclip is "1" ["1"] distance from camera of nearclip plane
r_nosurftextures is "0" ["0"] pretends there was no texture lump found in theq1bsp/hlbsp loading (useful for debugging this rare case)
r_novis is "0" ["0"] draws whole level, see also sv_cullentities_pvs 0
r_precachetextures is "1" ["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 usagesignificantly)
r_q3bsp_renderskydepth is "0" ["0"] draws sky depth masking in q3 maps (as inq1 maps), this means for example that sky polygons can hide other things
r_qb1sp_skymasking is "1" ["1"] allows sky polygons in quake1 maps to obscureother geometry
r_render is "1" ["1"] enables rendering calls (you want this on!)
r_shadow_bumpscale_basetexture is "0" ["0"] generate fake bumpmaps fromdiffuse textures at this bumpyness, try 4 to match tenebrae, higher valuesincrease depth, requires r_restart to take effect
r_shadow_bumpscale_bumpmap is "4" ["4"] what magnitude to interpret _bump.tgatextures as, higher values increase depth, requires r_restart to take effect
r_shadow_culltriangles is "1" ["1"] performs more expensive tests to removeunnecessary triangles of lit surfaces
r_shadow_debuglight is "-1" ["-1"] renders only one light, for level designpurposes or debugging
r_shadow_frontsidecasting is "1" ["1"] whether to cast shadows fromilluminated triangles (front side of model) or unlit triangles (back side ofmodel)
r_shadow_gloss is "1" ["1"] 0 disables gloss (specularity) rendering, 1 usesgloss if textures are found, 2 forces a flat metallic specular effect oneverything without textures (similar to tenebrae)
r_shadow_gloss2intensity is "0.125" ["0.125"] how bright the forced flat gloss should look if r_shadow_gloss is 2
r_shadow_glossexponent is "32" ["32"] how 'sharp' the gloss should appear(specular power)
r_shadow_glossintensity is "1" ["1"] how bright textured glossmaps should look if r_shadow_gloss is 1 or 2
r_shadow_lightattenuationpower is "0.5" ["0.5"] changes attenuation texturegeneration (does not affect r_glsl lighting)
r_shadow_lightattenuationscale is "1" ["1"] changes attenuation texturegeneration (does not affect r_glsl lighting)
r_shadow_lightintensityscale is "1" ["1"] renders all world lights brighter or darker
r_shadow_lightradiusscale is "1" ["1"] renders all world lights larger orsmaller
r_shadow_portallight is "1" ["1"] use portal culling to exactly determine littriangles when compiling world lights
r_shadow_projectdistance is "1000000" ["1000000"] how far to cast shadows
r_shadow_realtime_dlight is "1" ["1"] enables rendering of dynamic lights such as explosions and rocket light
r_shadow_realtime_dlight_portalculling is "0" ["0"] enables portaloptimization on dynamic lights (slow!)
r_shadow_realtime_dlight_shadows is "1" ["1"] enables rendering of shadowsfrom dynamic lights
r_shadow_realtime_dlight_svbspculling is "0" ["0"] enables svbsp optimizationon dynamic lights (very slow!)
r_shadow_realtime_world is "0" ["0"] enables rendering of full world lighting(whether loaded from the map, or a .rtlights file, or a .ent file, or a .lightsfile produced by hlight)
r_shadow_realtime_world_compile is "1" ["1"] enables compilation of worldlights for higher performance rendering
r_shadow_realtime_world_compileportalculling is "1" ["1"] enables portal-based culling optimization during compilation
r_shadow_realtime_world_compileshadow is "1" ["1"] enables compilation ofshadows from world lights for higher performance rendering
r_shadow_realtime_world_compilesvbsp is "1" ["1"] enables svbsp optimizationduring compilation
r_shadow_realtime_world_dlightshadows is "1" ["1"] enables shadows fromdynamic lights when using full world lighting
r_shadow_realtime_world_lightmaps is "0" ["0"] brightness to render lightmapswhen using full world lighting, try 0.5 for a tenebrae-like appearance
r_shadow_realtime_world_shadows is "1" ["1"] enables rendering of shadows from world lights
r_shadow_scissor is "1" ["1"] use scissor optimization of light rendering(restricts rendering to the portion of the screen affected by the light)
r_shadow_shadow_polygonfactor is "0" ["0"] how much to enlarge shadow volumepolygons when rendering (should be 0!)
r_shadow_shadow_polygonoffset is "1" ["1"] how much to push shadow volumesinto the distance when rendering, to reduce chances of zfighting artifacts(should not be less than 0)
r_shadow_texture3d is "1" ["1"] use 3D voxel textures for sphericalattenuation rather than cylindrical (does not affect r_glsl lighting)
r_shadows is "0" ["0"] casts fake stencil shadows from models onto the world(rtlights are unaffected by this)
r_shadows_throwdistance is "500" ["500"] how far to cast shadows from models
r_showcollisionbrushes is "0" ["0"] draws collision brushes in quake3 maps(mode 1), mode 2 disables rendering of world (trippy!)
r_showcollisionbrushes_polygonfactor is "-1" ["-1"] expands outward the brushpolygons a little bit, used to make collision brushes appear infront of walls
r_showcollisionbrushes_polygonoffset is "0" ["0"] nudges brush polygon depthin hardware depth units, used to make collision brushes appear infront of walls
r_showdisabledepthtest is "0" ["0"] disables depth testing on r_show* cvars,allowing you to see what hidden geometry the graphics card is processing
r_showlighting is "0" ["0"] shows areas lit by lights, useful for finding outwhy 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_shownormals is "0" ["0"] shows per-vertex surface normals and tangentvectors for bumpmapped lighting
r_showshadowvolumes is "0" ["0"] shows areas shadowed by lights, useful forfinding 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 notvery useful
r_showsurfaces is "0" ["0"] 1 shows surfaces as different colors, or a valueof 2 shows triangle draw order (for analyzing whether meshes are optimized forvertex cache)
r_showtris is "0" ["0"] shows triangle outlines, value controls brightness(can be above 1)
r_skeletal_debugbone is "-1" ["-1"] development cvar for testing skeletalmodel code
r_skeletal_debugbonecomponent is "3" ["3"] development cvar for testingskeletal model code
r_skeletal_debugbonevalue is "100" ["100"] development cvar for testingskeletal model code
r_skeletal_debugtranslatex is "1" ["1"] development cvar for testing skeletalmodel code
r_skeletal_debugtranslatey is "1" ["1"] development cvar for testing skeletalmodel code
r_skeletal_debugtranslatez is "1" ["1"] development cvar for testing skeletalmodel code
r_sky is "1" ["1"] enables sky rendering (black otherwise)
r_skyscroll1 is "1" ["1"] speed at which upper clouds layer scrolls in quakesky
r_skyscroll2 is "2" ["2"] speed at which lower clouds layer scrolls in quakesky
r_smoothnormals_areaweighting is "1" ["1"] uses significantly faster (andsupposedly higher quality) area-weighted vertex normals and tangent vectorsrather than summing normalized triangle normals and tangents
r_speeds is "0" ["0"] displays rendering statistics and per-subsystem timings
r_stereo_redblue is "0" ["0"] red/blue anaglyph stereo glasses (note: most ofthese glasses are actually red/cyan, try that one too)
r_stereo_redcyan is "0" ["0"] red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D
r_stereo_redgreen is "0" ["0"] red/green anaglyph stereo glasses (for thosewho don't mind yellow)
r_stereo_separation is "4" ["4"] separation of eyes in the world (try negative values too)
r_stereo_sidebyside is "0" ["0"] side by side views (for those who can'tafford glasses but can afford eye strain)
r_subdivisions_collision_maxtess is "1024" ["1024"] maximum number ofsubdivisions (prevents curves beyond a certain detail level, limits smoothing)
r_subdivisions_collision_maxvertices is "4225" ["4225"] maximum verticesallowed per subdivided curve
r_subdivisions_collision_mintess is "1" ["1"] minimum number of subdivisions(values above 1 will smooth curves that don't need it)
r_subdivisions_collision_tolerance is "15" ["15"] maximum error tolerance oncurve subdivision for collision purposes (usually a larger error tolerance thanfor rendering)
r_subdivisions_maxtess is "1024" ["1024"] maximum number of subdivisions(prevents curves beyond a certain detail level, limits smoothing)
r_subdivisions_maxvertices is "65536" ["65536"] maximum vertices allowed persubdivided curve
r_subdivisions_mintess is "1" ["1"] minimum number of subdivisions (valuesabove 1 will smooth curves that don't need it)
r_subdivisions_tolerance is "4" ["4"] maximum error tolerance on curvesubdivision for rendering purposes (in other words, the curves will be given asmany polygons as necessary to represent curves at this quality)
r_test is "0" ["0"] internal development use only, leave it alone (usuallydoes nothing anyway)
r_textshadow is "0" ["0"] draws a shadow on all text to improve readability
r_textureunits is "4" ["32"] number of hardware texture units reported bydriver (note: setting this to 1 turns off gl_combine)
r_useportalculling is "1" ["1"] use advanced portal culling visibility methodto improve performance over just Potentially Visible Set, provides an even moresignificant speed improvement in unvised maps
r_wateralpha is "1" ["1"] opacity of water polygons
r_waterscroll is "1" ["1"] makes water scroll around, value controls how much
r_waterwarp is "1" ["1"] warp view while underwater
rcon_address is "" [""] server address to send rcon commands to (when notconnected to a server)
rcon_password is "" [""] password to authenticate rcon commands
registered is "1" ["1"] indicates if this is running registered quake (whether gfx/pop.lmp was found)
samelevel is "0" ["0"] repeats same level if level ends (due to timelimit orsomeone hitting an exit)
saved1 is "0" ["0"] unused cvar in quake that is saved to config.cfg on exit,can be used by mods
saved2 is "0" ["0"] unused cvar in quake that is saved to config.cfg on exit,can be used by mods
saved3 is "0" ["0"] unused cvar in quake that is saved to config.cfg on exit,can be used by mods
saved4 is "0" ["0"] unused cvar in quake that is saved to config.cfg on exit,can be used by mods
savedgamecfg is "0" ["0"] unused cvar in quake that is saved to config.cfg onexit, can be used by mods
sbar_alpha_bg is "0.4" ["0.4"] opacity value of the statusbar background image
sbar_alpha_fg is "1" ["1"] opacity value of the statusbar weapon/item iconsand numbers
scr_centertime is "2" ["2"] how long centerprint messages show
scr_conalpha is ".5" ["1"] opacity of console background
scr_conbrightness is "1" ["1"] brightness of console background (0 = black, 1= image)
scr_conforcewhiledisconnected is "1" ["1"] forces fullscreen console whiledisconnected
scr_menuforcewhiledisconnected is "0" ["0"] forces menu while disconnected
scr_printspeed is "8" ["8"] speed of intermission printing (episode end texts)
scr_refresh is "1" ["1"] allows you to completely shut off rendering forbenchmarking purposes
scr_screenshot_gammaboost is "1" ["1"] gamma correction on saved screenshotsand videos, 1.0 saves unmodified images
scr_screenshot_jpeg is "1" ["1"] save jpeg instead of targa
scr_screenshot_jpeg_quality is "0.9" ["0.9"] image quality of saved jpeg
scr_screenshot_name is "undergate" ["undergate"] prefix name for savedscreenshots (changes based on -game commandline, as well as which game mode isrunning)
scr_stipple is "0" ["0"] interlacing-like stippling of the display
scr_zoomwindow is "0" ["0"] displays a zoomed in overlay window
scr_zoomwindow_fov is "20" ["20"] fov of zoom window
scr_zoomwindow_viewsizex is "20" ["20"] horizontal viewsize of zoom window
scr_zoomwindow_viewsizey is "20" ["20"] vertical viewsize of zoom window
scratch1 is "0" ["0"] unused cvar in quake, can be used by mods
scratch2 is "0" ["0"] unused cvar in quake, can be used by mods
scratch3 is "0" ["0"] unused cvar in quake, can be used by mods
scratch4 is "0" ["0"] unused cvar in quake, can be used by mods
sensitivity is "42" ["3"] mouse speed multiplier
showbrand is "0" ["0"] shows gfx/brand.tga in a corner of the screen(different values select different positions, including centered)
showdate is "0" ["0"] shows current date (useful on screenshots)
showdate_format is "%Y-%m-%d" ["%Y-%m-%d"] format string for date
showfps is "1" ["0"] shows your rendered fps (frames per second)
showpause is "1" ["1"] show pause icon when game is paused
showram is "1" ["1"] show ram icon if low on surface cache memory (not used)
showtime is "0" ["0"] shows current time of day (useful on screenshots)
showtime_format is "%H:%M:%S" ["%H:%M:%S"] format string for time of day
showturtle is "0" ["0"] show turtle icon when framerate is too low (not used)
skill is "1" ["1"] difficulty level of game, affects monster layouts inlevels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard butmonsters fire twice)
skin is "" [""] QW player skin name (example: base)
slowmo is "1.0" ["1.0"] controls game speed, 0.5 is half speed, 2 is doublespeed
snd_channellayout is "1" ["0"] channel layout. Can be 0 (auto - snd_restartneeded), 1 (standard layout), or 2 (ALSA layout)
snd_channels is "2" ["2"] number of channels for the sound ouput (2 forstereo; up to 8 supported for 3D sound)
snd_initialized is "1" ["1"] indicates the sound subsystem is active
snd_noextraupdate is "0" ["0"] disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates
snd_precache is "1" ["1"] loads sounds before they are used
snd_show is "0" ["0"] shows some statistics about sound mixing
snd_soundradius is "2000" ["2000"] radius of weapon sounds and other standardsound effects (monster idle noises are half this radius and flickering lightnoises are one third of this radius)
snd_speed is "11025" ["48000"] sound output frequency, in hertz
snd_staticvolume is "1" ["1"] volume of ambient sound effects (such as swampysounds at the start of e1m2)
snd_streaming is "1" ["1"] enables keeping compressed ogg sound filescompressed, decompressing them only as needed, otherwise they will bedecompressed completely at load (may use a lot of memory)
snd_swapstereo is "0" ["0"] swaps left/right speakers for old ISA soundblaster cards
snd_width is "2" ["2"] sound output precision, in bytes (1 and 2 supported)
sv_accelerate is "10" ["10"] rate at which a player accelerates to sv_maxspeed
sv_adminnick is "" [""] nick name to use for admin messages instead of hostname
sv_aim is "2" ["2"] maximum cosine angle for quake's vertical autoaim, a value above 1 completely disables the autoaim, quake used 0.93
sv_airaccelerate is "-1" ["-1"] rate at which a player accelerates tosv_maxairspeed while in the air, if less than 0 the sv_accelerate variable isused instead
sv_allowdownloads is "1" ["1"] whether to allow clients to download files from the server (does not affect http downloads)
sv_allowdownloads_archive is "0" ["0"] whether to allow downloads of archives(pak/pk3)
sv_allowdownloads_config is "0" ["0"] whether to allow downloads of configfiles (cfg)
sv_allowdownloads_dlcache is "0" ["0"] whether to allow downloads of dlcachefiles (dlcache/)
sv_allowdownloads_inarchive is "0" ["0"] whether to allow downloads fromarchives (pak/pk3)
sv_areagrid_mingridsize is "64" ["64"] minimum areagrid cell size, smallervalues work better for lots of small objects, higher values for large objects
sv_cheats is "0" ["0"] enables cheat commands in any game, and cheat impulsesin dpmod
sv_clmovement_enable is "1" ["1"] whether to allow clients to use cl_movementprediction, which can cause choppy movement on the server which may annoy otherplayers
sv_clmovement_minping is "0" ["0"] if client ping is below this time inmilliseconds, then their ability to use cl_movement prediction is disabled for a while (as they don't need it)
sv_clmovement_minping_disabletime is "1000" ["1000"] when client falls belowminping, disable their prediction for this many milliseconds (should be at least 1000 or else their prediction may turn on/off frequently)
sv_clmovement_waitforinput is "16" ["16"] when a client does not send inputfor this many frames, force them to move anyway (unlike QuakeWorld)
sv_cullentities_nevercullbmodels is "0" ["0"] if enabled the clients arealways notified of moving doors and lifts and other submodels of world (warning: eats a lot of network bandwidth on some levels!)
sv_cullentities_pvs is "1" ["1"] fast but loose culling of hidden entities
sv_cullentities_stats is "0" ["0"] displays stats on network entities culledby various methods for each client
sv_cullentities_trace is "0" ["0"] somewhat slow but very tight culling ofhidden entities, minimizes network traffic and makes wallhack cheats useless
sv_cullentities_trace_delay is "1" ["1"] number of seconds until the entitygets actually culled
sv_cullentities_trace_enlarge is "0" ["0"] box enlargement for entity culling
sv_cullentities_trace_prediction is "1" ["1"] also trace from the predictedplayer position
sv_cullentities_trace_samples is "1" ["1"] number of samples to test forentity culling
sv_cullentities_trace_samples_extra is "2" ["2"] number of samples to test for entity culling when the entity affects its surroundings by e.g. dlight
sv_curl_defaulturl is "" [""] default autodownload source URL
sv_curl_serverpackages is "" [""] list of required files for the clients,separated by spaces
sv_debugmove is "0" ["0"] disables collision detection optimizations fordebugging purposes
sv_echobprint is "1" ["1"] prints gamecode bprint() calls to server console
sv_entpatch is "1" ["1"] enables loading of .ent files to override entities in the bsp (for example Threewave CTF server pack contains .ent patch filesenabling play of CTF on id1 maps)
sv_fixedframeratesingleplayer is "0" ["0"] allows you to use server-styletiming system in singleplayer (don't run faster than sys_ticrate)
sv_freezenonclients is "0" ["0"] freezes time, except for players, allowingyou to walk around and take screenshots of explosions
sv_friction is "4" ["4"] how fast you slow down
sv_gameplayfix_blowupfallenzombies is "1" ["1"] causes findradius to detectSOLID_NOT entities such as zombies and corpses on the floor, allowing splashdamage to apply to them
sv_gameplayfix_droptofloorstartsolid is "1" ["1"] prevents items and monsters that start in a solid area from falling out of the level (makes droptofloortreat trace_startsolid as an acceptable outcome)
sv_gameplayfix_findradiusdistancetobox is "1" ["1"] causes findradius to check the distance to the corner of a box rather than the center of the box, makesfindradius detect bmodels such as very large doors that would otherwise beunaffected by splash damage
sv_gameplayfix_grenadebouncedownslopes is "1" ["1"] prevents MOVETYPE_BOUNCE(grenades) from getting stuck when fired down a downward sloping surface
sv_gameplayfix_noairborncorpse is "1" ["1"] causes entities (corpses) sittingontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them
sv_gameplayfix_qwplayerphysics is "1" ["1"] changes water jumping to make iteasier to get out of water, and prevents friction on landing when bunnyhopping
sv_gameplayfix_setmodelrealbox is "1" ["1"] fixes a bug in Quake that madesetmodel always set the entity box to ('-16 -16 -16', '16 16 16') rather thanproperly checking the model box, breaks some poorly coded mods
sv_gameplayfix_stepdown is "0" ["0"] attempts to step down stairs, not just up them (prevents the familiar thud..thud..thud.. when running down stairs andslopes)
sv_gameplayfix_stepwhilejumping is "1" ["1"] applies step-up onto a ledge even while airborn, useful if you would otherwise just-miss the floor when runningacross small areas with gaps (for instance running across the moving platformsin dm2, or jumping to the megahealth and red armor in dm2 rather than using thebridge)
sv_gameplayfix_swiminbmodels is "1" ["1"] causes pointcontents (used todetermine if you are in a liquid) to check bmodel entities as well as the worldmodel, so you can swim around in (possibly moving) water bmodel entities
sv_gameplayfix_upwardvelocityclearsongroundflag is "1" ["1"] preventsmonsters, items, and most other objects from being stuck to the floor whenpushed around by damage, and other situations in mods
sv_gravity is "800" ["800"] how fast you fall (512 = roughly earth gravity)
sv_heartbeatperiod is "120" ["120"] how often to send heartbeat in seconds(only used if sv_public is 1)
sv_idealpitchscale is "0.8" ["0.8"] how much to look up/down slopes and stairs when not using freelook
sv_jumpstep is "0" ["0"] whether you can step up while jumping(sv_gameplayfix_stepwhilejumping must also be 1)
sv_master1 is "" [""] user-chosen master server 1
sv_master2 is "" [""] user-chosen master server 2
sv_master3 is "" [""] user-chosen master server 3
sv_master4 is "" [""] user-chosen master server 4
sv_masterextra1 is "ghdigital.com" ["ghdigital.com"] default master server 1(admin: LordHavoc)
sv_masterextra2 is "dpmaster.deathmask.net" ["dpmaster.deathmask.net"] default master server 2 (admin: Willis)
sv_masterextra3 is "excalibur.nvg.ntnu.no" ["excalibur.nvg.ntnu.no"] defaultmaster server 3 (admin: tChr)
sv_maxairspeed is "30" ["30"] maximum speed a player can accelerate to whenairborn (note that it is possible to completely stop by moving the oppositedirection)
sv_maxrate is "10000" ["10000"] upper limit on client rate cvar, shouldreflect your network connection quality
sv_maxspeed is "320" ["320"] maximum speed a player can accelerate to when onground (can be exceeded by tricks)
sv_maxvelocity is "2000" ["2000"] universal speed limit on all entities
sv_newflymove is "0" ["0"] enables simpler/buggier player physics (notrecommended)
sv_nostep is "0" ["0"] prevents MOVETYPE_STEP entities (monsters) from moving
sv_playerphysicsqc is "1" ["1"] enables QuakeC function to override playerphysics
sv_progs is "progs.dat" ["progs.dat"] selects which quakec progs.dat file torun
sv_protocolname is "DP7" ["DP7"] selects network protocol to host for (valuesinclude QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up)
sv_public is "0" ["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
sv_random_seed is "" [""] random seed; when set, on every map start thisrandom seed is used to initialize the random number generator. Don't touch itunless for benchmarking or debugging
sv_ratelimitlocalplayer is "0" ["0"] whether to apply rate limiting to thelocal player in a listen server (only useful for testing)
sv_sound_land is "demon/dland2.wav" ["demon/dland2.wav"] sound to play whenMOVETYPE_STEP entity hits the ground at high speed (empty cvar disables thesound)
sv_sound_watersplash is "misc/h2ohit1.wav" ["misc/h2ohit1.wav"] sound to playwhen MOVETYPE_FLY/TOSS/BOUNCE/STEP entity enters or leaves water (empty cvardisables the sound)
sv_stepheight is "18" ["18"] how high you can step up (TW_SV_STEPCONTROLextension)
sv_stopspeed is "100" ["100"] how fast you come to a complete stop
sv_wallfriction is "1" ["1"] how much you slow down when sliding along a wall
sv_wateraccelerate is "-1" ["-1"] rate at which a player accelerates tosv_maxspeed while in the air, if less than 0 the sv_accelerate variable is usedinstead
sv_waterfriction is "-1" ["-1"] how fast you slow down, if less than 0 thesv_friction variable is used instead
sys_colortranslation is "0" ["0"] terminal console color translation(supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = notranslation)
sys_specialcharactertranslation is "1" ["1"] terminal console conchars toASCII translation (set to 0 if your conchars.tga is for an 8bit character set or if you want raw output)
sys_ticrate is "0.05" ["0.05"] how long a server frame is in seconds, 0.05 is20fps 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)
sys_usetimegettime is "1" ["1"] use windows timeGetTime function (which hasissues on some motherboards) for timing rather than QueryPerformanceCountertimer (which has issues on multicore/multiprocessor machines and processorswhich are designed to conserve power)
team is "none" ["none"] QW team (4 character limit, example: blue)
teamplay is "0" ["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
temp1 is "0" ["0"] general cvar for mods to use, in stock id1 this selectswhich death animation to use on players (0 = random death, other values selectspecific death scenes)
timeformat is "[%Y-%m-%d %H:%M:%S] time format to use on timestamped console messages
timelimit is "0" ["0"] ends level at this time (in minutes)
timestamps is "0" ["0"] prints timestamps on console messages
v_brightness is "0" ["0"] brightness of black, useful for monitors that aretoo dark
v_centermove is "0.15" ["0.15"] how long before the view begins to centeritself (if freelook/+mlook/+jlook/+klook are off)
v_centerspeed is "500" ["500"] how fast the view centers itself
v_color_black_b is "0" ["0"] desired color of black
v_color_black_g is "0" ["0"] desired color of black
v_color_black_r is "0" ["0"] desired color of black
v_color_enable is "0" ["0"] enables black-grey-white color correction curvecontrols
v_color_grey_b is "0.5" ["0.5"] desired color of grey
v_color_grey_g is "0.5" ["0.5"] desired color of grey
v_color_grey_r is "0.5" ["0.5"] desired color of grey
v_color_white_b is "1" ["1"] desired color of white
v_color_white_g is "1" ["1"] desired color of white
v_color_white_r is "1" ["1"] desired color of white
v_contrast is "1.500000" ["1"] brightness of white (values above 1 give abrighter image with increased color saturation, unlike v_gamma)
v_deathtilt is "1" ["1"] whether to use sideways view when dead
v_deathtiltangle is "80" ["80"] what roll angle to use when tilting the viewwhile dead
v_gamma is "2.500000" ["1"] inverse gamma correction value, a brightnesseffect that does not affect white or black, and tends to make the image grey and dull
v_hwgamma is "1" ["1"] enables use of hardware gamma correction ramps ifavailable (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 itworks or not
v_idlescale is "0" ["0"] how much of the quake 'drunken view' effect to use
v_ipitch_cycle is "1" ["1"] v_idlescale pitch speed
v_ipitch_level is "0.3" ["0.3"] v_idlescale pitch amount
v_iroll_cycle is "0.5" ["0.5"] v_idlescale roll speed
v_iroll_level is "0.1" ["0.1"] v_idlescale roll amount
v_iyaw_cycle is "2" ["2"] v_idlescale yaw speed
v_iyaw_level is "0.3" ["0.3"] v_idlescale yaw amount
v_kickpitch is "0.6" ["0.6"] how much a view kick from damage pitches yourview
v_kickroll is "0.6" ["0.6"] how much a view kick from damage rolls your view
v_kicktime is "0.5" ["0.5"] how long a view kick from damage lasts
v_psycho is "0" ["0"] easter egg (does not work on Windows2000 or above)
vid_bitsperpixel is "32" ["32"] how many bits per pixel to render at (32 or16, 32 is recommended)
vid_conheight is "480" ["480"] virtual height of 2D graphics system
vid_conwidth is "640" ["640"] virtual width of 2D graphics system
vid_fullscreen is "0" ["1"] use fullscreen (1) or windowed (0)
vid_grabkeyboard is "1" ["1"] whether to grab the keyboard when mouse isactive (prevents use of volume control keys, music player keys, etc on somekeyboards)
vid_hardwaregammasupported is "0" ["1"] indicates whether hardware gamma issupported (updated by attempts to set hardware gamma ramps)
vid_height is "480" ["480"] resolution
vid_minheight is "0" ["0"] minimum vid_height that is acceptable (to be set in default.cfg in mods)
vid_minwidth is "0" ["0"] minimum vid_width that is acceptable (to be set indefault.cfg in mods)
vid_mouse is "1" ["1"] whether to use the mouse in windowed mode (fullscreenalways does)
vid_pixelheight is "1" ["1"] adjusts vertical field of vision to account fornon-square pixels (1280x1024 on a CRT monitor for example)
vid_refreshrate is "60" ["60"] refresh rate to use, in hz (higher valuesflicker less, if supported by your monitor)
vid_stereobuffer is "0" ["0"] enables 'quad-buffered' stereo rendering forstereo shutterglasses, HMD (head mounted display) devices, or polarized stereoLCDs, if supported by your drivers
vid_vsync is "0" ["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
vid_width is "640" ["640"] resolution
viewsize is "100" ["100"] how large the view should be, 110 disables inventory bar, 120 disables status bar
volume is "0.7" ["0.7"] volume of sound effects


DarkPlaces Command List
Command Description
+attack begin firing
+back move backward
+button10 activate button10 (behavior depends on mod)
+button11 activate button11 (behavior depends on mod)
+button12 activate button12 (behavior depends on mod)
+button13 activate button13 (behavior depends on mod)
+button14 activate button14 (behavior depends on mod)
+button15 activate button15 (behavior depends on mod)
+button16 activate button16 (behavior depends on mod)
+button3 activate button3 (behavior depends on mod)
+button4 activate button4 (behavior depends on mod)
+button5 activate button5 (behavior depends on mod)
+button6 activate button6 (behavior depends on mod)
+button7 activate button7 (behavior depends on mod)
+button8 activate button8 (behavior depends on mod)
+button9 activate button9 (behavior depends on mod)
+forward move forward
+jump jump
+klook activate keyboard looking mode, do not recenter view
+left turn left
+lookdown look downward
+lookup look upward
+mlook activate mouse looking mode, do not recenter view
+movedown swim downward
+moveleft strafe left
+moveright strafe right
+moveup swim upward
+right turn right
+showscores show scoreboard
+speed activate run mode (faster movement and turning)
+strafe activate strafing mode (move instead of turn)
+use use something (may be used by some mods)
-attack stop firing
-back stop moving backward
-button10 deactivate button10
-button11 deactivate button11
-button12 deactivate button12
-button13 deactivate button13
-button14 deactivate button14
-button15 deactivate button15
-button16 deactivate button16
-button3 deactivate button3
-button4 deactivate button4
-button5 deactivate button5
-button6 deactivate button6
-button7 deactivate button7
-button8 deactivate button8
-button9 deactivate button9
-forward stop moving forward
-jump end jump (so you can jump again)
-klook deactivate keyboard looking mode
-left stop turning left
-lookdown stop looking downward
-lookup stop looking upward
-mlook deactivate mouse looking mode
-movedown stop swimming downward
-moveleft stop strafing left
-moveright stop strafing right
-moveup stop swimming upward
-right stop turning right
-showscores hide scoreboard
-speed deactivate run mode
-strafe deactivate strafing mode
-use stop using something
alias create a script function (parameters are passed in as $1 through $9,and $* for all parameters)
begin signon 3 (client asks server to start sending entities, and will go to signon 4 (playing) when the first entity update is received)
bestweapon send an impulse number to server to select the first usableweapon out of several (example: 8 7 6 5 4 3 2 1)
bf briefly flashes a bright color tint on view (used when items are pickedup)
bind binds a command to the specified key in bindmap 0
bottomcolor QW command to set bottom color without changing top color
cd execute a CD drive command (cdon/off/reset/remap/close/play/loop/stop/pause/resume/eject/info) - use cd byitself for usage
centerview gradually recenter view (stop looking up/down)
changelevel change to another level, bringing along all connected clients
changing sent by qw servers to tell client to wait for level change
cl_areastats prints statistics on entity culling during collision traces
cl_begindownloads used internally by darkplaces client while connecting(causes loading of models and sounds or triggers downloads for missing ones)
cl_downloadbegin (networking) informs client of download file information,client replies with sv_startsoundload to begin the transfer
cl_downloadfinished signals that a download has finished and provides theclient with file size and crc to check its integrity
cl_particles_reloadeffects reloads effectinfo.txt
clear clear console history
cmd send a console commandline to the server (used by some mods)
cmdlist lists all console commands beginning with the specified prefix
color change your player shirt and pants colors
condump output console history to a file (see also log_file)
connect connect to a server by IP address or hostname
curl download data from an URL and add to search path
cvar_lockdefaults stores the current values of all cvars into their defaultvalues, only used once during startup after parsing default.cfg
cvar_resettodefaults_all sets all cvars to their locked default values
cvar_resettodefaults_nosaveonly sets all non-saved cvars to their lockeddefault values (variables that will not be saved to config.cfg)
cvar_resettodefaults_saveonly sets all saved cvars to their locked defaultvalues (variables that will be saved to config.cfg)
cvarlist lists all console variables beginning with the specified prefix
demos restart looping demos defined by the last startdemos command
dir list files in searchpath matching an * filename pattern, one per line
disconnect disconnect from server (or disconnect all clients if running aserver)
download downloads a specified file from the server
echo print a message to the console (useful in scripts)
entities print information on network entities known to client
envmap render a cubemap (skybox) of the current scene
exec execute a script file
fly fly mode (flight)
fog set global fog parameters (density red green blue)
force_centerview recenters view (stops looking up/down)
fs_rescan rescans filesystem for new pack archives and any other changes
fullinfo allows client to modify their userinfo
fullserverinfo internal use only, sent by server to client to updateclient's local copy of serverinfo string
gamedir changes active gamedir list (can take multiple arguments), notincluding base directory (example usage: gamedir ctf)
give alter inventory
gl_texturemode set texture filtering mode (GL_NEAREST, GL_LINEAR,GL_LINEAR_MIPMAP_LINEAR, etc)
god god mode (invulnerability)
heartbeat send a heartbeat to the master server (updates your serverinformation)
help open the help menu
impulse send an impulse number to server (select weapon, use item, etc)
in_bind binds a command to the specified key in the selected bindmap
in_bindmap selects active foreground and background (used only if a key isnot bound in the foreground) bindmaps for typing
in_unbind removes command on the specified key in the selected bindmap
iplog_list lists names of players whose IP address begins with the suppliedtext (example: iplog_list 123.456.789)
joyadvancedupdate applies current joyadv* cvar settings to the joystickdriver
kick kick a player off the server by number or name
kill die instantly
load load a saved game file
loadconfig reset everything and reload configs
loadsky load a skybox by basename (for example loadsky mtnsun_ loadsmtnsun_ft.tga and so on)
locs_add add a point or box location (usage: x y z[ x y z] "name", if twosets of xyz are supplied it is a box, otherwise point)
locs_clear remove all loc points/boxes
locs_reload reload .loc file for this map
locs_removenearest remove the nearest point or box (note: you need to bevery near a box to remove it)
locs_save save .loc file for this map containing currently defined pointsand boxes
ls list files in searchpath matching an * filename pattern, multiple perline
map kick everyone off the server and start a new level
maps list information about available maps
maxplayers sets limit on how many players (or bots) may be connected to theserver at once
memlist prints memory pool information (or if used as memlist 5 listsindividual allocations of 5K or larger, 0 lists all allocations)
memstats prints memory system statistics
menu_credits open the credits menu
menu_keys open the key binding menu
menu_load open the loadgame menu
menu_main open the main menu
menu_multiplayer open the multiplayer menu
menu_options open the options menu
menu_options_colorcontrol open the color control menu
menu_options_effects open the effects options menu
menu_options_graphics open the graphics options menu
menu_quit open the quit menu
menu_reset open the reset to defaults menu
menu_restart restart menu system (reloads menu.dat
menu_save open the savegame menu
menu_setup open the player setup menu
menu_singleplayer open the singleplayer menu
menu_transfusion_episode open the transfusion episode select menu
menu_transfusion_skill open the transfusion skill select menu
menu_video open the video options menu
messagemode input a chat message to say to everyone
messagemode2 input a chat message to say to only your team
modellist prints a list of loaded models
modelprecache load a model
name change your player name
net_slist query dp master servers and print all server information
net_slistqw query qw master servers and print all server information
net_stats print network statistics
nextul sends next fragment of current upload buffer (screenshot for example)
noclip noclip mode (flight without collisions, move through walls)
notarget notarget mode (monsters do not see you)
packet send a packet to the specified address:port containing a text string
path print searchpath (game directories and archives)
pause pause the game (if the server allows pausing)
pausedemo pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)
ping print ping times of all players on the server
pingplreport command sent by server containing client ping and packet lossvalues for scoreboard, triggered by pings command from client (not used by QWservers)
pings command sent by clients to request updated ping and packetloss ofplayers on scoreboard (originally from QW, but also used on NQ servers)
play play a sound at your current location (not heard by anyone else)
play2 play a sound globally throughout the level (not heard by anyone else)
playdemo watch a demo file
playermodel change your player model
playerskin change your player skin number
playvideo play a .dpv video file
playvol play a sound at the specified volume level at your current location(not heard by anyone else)
pointfile display point file produced by qbsp when a leak was detected inthe map (a line leading through the leak hole, to an entity inside the level)
prespawn signon 1 (client acknowledges that server information has beenreceived)
prvm_edict print all data about an entity number in the selected VM (server, client, menu)
prvm_edictcount prints number of active entities in the selected VM (server, client, menu)
prvm_edicts set a property on an entity number in the selected VM (server,client, menu)
prvm_edictset changes value of a specified property of a specified entity in the selected VM (server, client, menu)
prvm_fields prints usage statistics on properties (how many entities havenon-zero values) in the selected VM (server, client, menu)
prvm_global prints value of a specified global variable in the selected VM(server, client, menu)
prvm_globals prints all global variables in the selected VM (server, client, menu)
prvm_globalset sets value of a specified global variable in the selected VM(server, client, menu)
prvm_printfunction prints a disassembly (QuakeC instructions) of thespecified function in the selected VM (server, client, menu)
prvm_profile prints execution statistics about the most used QuakeCfunctions in the selected VM (server, client, menu)
quit quit the game
r_editlights_clear removes all world lights (let there be darkness!)
r_editlights_copyinfo store a copy of all properties (except origin) of theselected light
r_editlights_edit changes a property on the selected light
r_editlights_editall changes a property on ALL lights at once (tip: useradiusscale and colorscale to alter these properties)
r_editlights_help prints documentation on console commands and variables inrtlight editing system
r_editlights_importlightentitiesfrommap load lights from .ent file or mapentities (ignoring .rtlights or .lights file)
r_editlights_importlightsfile load lights from .lights file (ignoring.rtlights or .ent files and map entities)
r_editlights_pasteinfo apply the stored properties onto the selected light(making it exactly identical except for origin)
r_editlights_reload reloads rtlights file (or imports from .lights file or.ent file or the map itself)
r_editlights_remove remove selected light
r_editlights_save save .rtlights file for current level
r_editlights_spawn creates a light with default properties (let there belight!)
r_editlights_togglecorona toggle on/off the corona option on the selectedlight
r_editlights_toggleshadow toggle on/off the shadow option on the selectedlight
r_glsl_restart unloads GLSL shaders, they will then be reloaded as needed
r_listmaptextures list all textures used by the current map
r_replacemaptexture override a map texture for testing purposes
r_restart restarts renderer
r_shadow_help prints documentation on console commands and variables used by realtime lighting and shadowing system
r_texturestats print information about all loaded textures and somestatistics
rate change your network connection speed
rcon sends a command to the server console (if your rcon_password matchesthe server's rcon_password), or to the address specified by rcon_address whennot connected (again rcon_password must match the server's)
reconnect reconnect to the last server you were on, or resets a quakeworldconnection (do not use if currently playing on a netquake server)
record record a demo
restart restart current level
save save the game to a file
saveconfig save settings to config.cfg immediately (also automatic whenquitting)
say send a chat message to everyone on the server
say_team send a chat message to your team on the server
screenshot takes a screenshot of the next rendered frame
sendcvar sends the value of a cvar to the server as a sentcvar command, foruse by QuakeC
set create or change the value of a console variable
seta create or change the value of a console variable that will be saved toconfig.cfg
setinfo modifies your userinfo
sizedown decrease view size (decreases viewsize cvar)
sizeup increase view size (increases viewsize cvar)
skins downloads missing qw skins from server
snd_reload reload all sound files
snd_restart restart sound system
soundinfo print sound system information (such as channels and speed)
soundlist list loaded sounds
spawn signon 2 (client has sent player information, and is asking server tosend scoreboard rankings)
startdemos start playing back the selected demos sequentially (used at endof startup script)
status print server status information
stop stop recording or playing a demo
stopdemo stop playing or recording demo (like stop command) and return tolooping demos
stopdownload terminates a download
stopsound silence
stopul aborts current upload (screenshot for example)
stopvideo stop playing a .dpv video file
stuffcmds execute commandline parameters (must be present in quake.rcscript)
sv_areastats prints statistics on entity culling during collision traces
sv_saveentfile save map entities to .ent file (to allow external editing)
sv_startdownload begins sending a file to the client (network protocol useonly)
tell send a chat message to only one person on the server
timedemo play back a demo as fast as possible and save statistics tobenchmark.log
timerefresh turn quickly and print rendering statistcs
toggle toggles a console variable's values (use for more info)
toggleconsole opens or closes the console
togglemenu opens or closes menu
topcolor QW command to set top color without changing bottom color
unbind removes a command on the specified key in bindmap 0
unbindall removes all commands from all keys in all bindmaps (leaving onlyshift-escape and escape)
user prints additional information about a player number or name on thescoreboard
users prints additional information about all players on the scoreboard
v_cshift sets tint color of view
version print engine version
vid_restart restarts video system (closes and reopens the window, restartsrenderer)
viewframe change animation frame of viewthing entity in current level
viewmodel change model of viewthing entity in current level
viewnext change to next animation frame of viewthing entity in current level
viewprev change to previous animation frame of viewthing entity in currentlevel
wait make script execution wait for next rendered frame
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