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darkplaces.txt
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darkplaces.txt
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DarkPlaces engine readme : updated 20070311:
About the DarkPlaces glquake engine:
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.
DarkPlaces engine is the result, I hope everyone likes it.
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.
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 darkplacesengine gmail com (add @ and . characters as appropriate)
Input Tips:
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).
Graphics Tips:
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).
Visit the Effects Options submenu of Options, and check out the options.
Networking tips:
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).
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.
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.
Supported games:
Quake : -quake, this is active by default, gamedirs: id1
Quake: Scourge of Armagon : -hipnotic or hipnotic in executable name or path, gamedirs: hipnotic, id1
Quake: Dissolution of Eternity : -rogue or rogue in executable name or path, gamedirs: rogue, id1
Nexuiz : -nexuiz or nexuiz in executable name or path, gamedirs: data
Nehahra : -nehahra or nehahra in executable name or path, gamedirs: nehahra, id1
GoodVsBad2 : -goodvsbad2 or gvb2 in executable name or path, gamedirs: rts
BattleMech : -battlemech or battlemech in executable name or path, gamedirs: base
PrydonGate : -prydon or prydon in executable name or path, gamedirs: prydon
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.
Graphics features:
Redesigned effects including smoke, blood, bubbles and explosions.
Better looking dynamic lights.
External texture support (see Replacement Content section below)
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)
.rtlights file support (improves performance/appearance of realtime lighting)
.rtlights file editing (see r_editlights_help in game)
Alpha blended sprites (instead of glquake's masked sprites).
Interpolated entity movement and animations (both models and sprites).
Overbright and fullbright support on walls and models (like winquake).
Colormapping support on any q1 model (like winquake).
Fog (set with "fog density red green blue" command)
Skybox (loadsky "mtnsun_" will load "env/mtnsun_ft.tga" and so on).
Sky rendering improved (no more glquake distortion).
Sky polygons obscure geometry just like in winquake.
Color calibration menu to ensure a proper Quake experience.
Improved model lighting (directional shading).
No messy .ms2 model mesh files (no glquake dir anymore either).
New improved crosshair (team color coded).
Improved image loading (smoother menus and such).
Ability to disable particle effects (cl_particles* cvars).
Decals (cl_decals cvar to enable).
Stainmaps (cl_stainmap cvar to enable).
Sorted transparent stuff to render better.
Improved multitexture support (r_textureunits (1-4 supported), needs gl_combine 1 because of overbright)
Improved chase cam (chase_active 1 no longer goes into walls)
More configurable console background (scr_conalpha and scr_conbrightness)
Optional fullbrights (r_fullbrights 0/1 followed by r_restart)
Dynamic Farclip (no distance limits in huge maps)
Improved gl_flashblend (now renders a corona instead of an ugly blob)
DynamicLight coronas (more realism)
Transparent statusbar (sbar_alpha) that does not block your view as much.
No 8bit texture uploads (fixes 'green' walls in the distance).
Fixed view blends (glquake was quite broken).
JPEG texture support using libjpeg (Thanks Elric)
Video Options, Color Control, and Effects Options menus added, and more options.
.dlit file support (produced by hmap2 -light) for fast per-pixel lighting without shadowing.
pointfile command is improved (for leak finding in maps when you have a .pnt file from a failed qbsp compile)
configurable particle effects (effectinfo.txt, can be reloaded at any time by cl_particles_reloadeffects command for quick testing)
fixed envmap command (makes a skybox of the current scene)
Sound features:
Ogg and wav file overrides for cd tracks (example: sound/cdtracks/track01.ogg or .wav) (Thanks Elric)
Streaming ogg sounds to save memory (Ogg sounds over a certain size are streamed automatically) (Thanks Elric)
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)
Stereo sound file support (useful for cd tracks)
7.1 surround sound mixing support (snd_channels cvar selects how many to use, default 2 for stereo)
Client features:
showtime cvar.
showdate cvar.
-benchmark option to run automated timedemo benchmarks (-benchmark demo1 does +timedemo demo1 and quits immediately when finished)
timedemo automatically puts results in gamedir/benchmark.log
Slightly improved aiming on quake servers (does not support proquake aiming).
-sndspeed samplerate (default: 44100, quake used 11025)
snd_swapstereo cvar (for people with backwards SB16 sound cards)
Saves video settings to config and restores them properly
Ability to change video settings during game (video options menu or vid_* cvars)
showfps cvar.
Sends 20fps network packets to improve modem play instead of one per frame. (sys_ticrate controls network framerate)
Allow skin colormaps 14 and 15 (freaky :)
Longer chat messages.
No more 72fps limit, cl_maxfps lets you decide.
Support for more mouse buttons (mouse1-mouse16, mwheelup/mwheeldown are aliases to mouse4 and mouse5).
Server browser for public (sv_public 1) darkplaces servers as well as quakeworld servers.
log_file cvar to log console messages to a file.
condump command to dump recent console history to a file.
PK3 archive support with compression support using zlib (Thanks Elric)
maps command lists installed maps
tab completion of map names on map/changelevel commands
tab completion of rcon commands
.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)
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)
Options menu "Reset to Defaults" option works better than in Quake
cvarlist and cmdlist commands
improved tab completion of commands and cvars, with default value and description listed
curl command (downloads a URL to a pk3 archive and loads it)
fs_rescan command (allows you to load a newly installed pak/pk3 archive without quitting the game)
saveconfig command (allows you to save settings before quitting the game, mostly useful when debugging the engine if you expect it to crash)
gamedir command to change current mod (only works while disconnected).
QuakeWorld support.
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).
Support for ProQuake .loc files (locs/e1m1.loc or maps/e1m1.loc)
Support for QIZMO .loc files (maps/e1m1.loc)
Ingame editing of .loc files using locs_* commands (locs_save saves a new .loc file to maps directory)
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)
ls and dir commands to list files in the Quake virtual filesystem (useful to find files inside paks)
toggle command allows you to use a single bind to toggle a cvar between 0 and 1
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")
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)
ping display in scoreboard, even on Quake servers (on DarkPlaces servers it also shows packet loss)
Server features:
Allows clients to connect through firewalls (automatic feature)
Works behind firewalls unlike NetQuake (must port forward UDP packets on the relevant port from the firewall to the server, as with any game)
More accurate movement and precise aiming.
255 player support.
sv_cheats cvar controls cheats (no longer based on deathmatch).
slowmo cvar controls game speed.
No crash with the buggy 'teleport train' in shub's pit.
Allow skin colormaps 14 and 15 (freaky :)
sys_ticrate applies to listen (client) servers as well as dedicated.
sv_public cvar to advertise to master server.
log_file cvar to log console messages to a file.
condump command to dump recent console history to a file.
PK3 archive support with compression support using zlib (Thanks Elric)
Option to prevent wallhacks from working (sv_cullentities_trace 1).
Selectable protocol (sv_protocolname QUAKE for example allows quake clients to play, default is sv_protocolname DP7 or a later protocol)
Automatic file downloads to DarkPlaces clients.
Ability to send URLs to DarkPlaces clients to download pk3 archives needed to play on this server.
rcon support for remote administration by trusted clients with matching rcon_password, or external quakeworld rcon tools
prvm_edictset, prvm_global, prvm_globals, and prvm_globalset commands aid in QuakeC debugging
prvm_printfunction function prints out the QuakeC assembly opcodes of a function, can be useful if you can't decompile the progs.dat file
prvm_profile command gives call count and estimated builtin-function cost
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
sys_specialcharactertranslation controls processing of special Quake characters to make colored names more readable in terminal output
Modding features:
HalfLife map support (place your HalfLife wads in quake/id1/textures/ or quake/MODDIR/textures/ as the maps need them)
Larger q1 and hl map size of +-32768 units.
Colored lighting (.lit support) for q1 maps.
Q3 map support (no shaders though), with no limits.
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)
Optimized QuakeC interpreter so mods run faster.
Bounds checking QuakeC interpreter so mods can't do naughty things with memory.
Warnings for many common QuakeC errors.
Unprecached models are now a warning (does not kill the server anymore).
External texture support (see dpextensions.qc DP_GFX_EXTERNALTEXTURES).
Fog ("fog" key in worldspawn, same parameters as fog command).
.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).
Skybox ("sky" key in worldspawn, works like loadsky and quake2).
Stereo wav sounds supported.
Ogg Vorbis sounds supported. (Thanks Elric)
ATTN_NONE sounds are no longer directional (good for music).
play2 sound testing command (ATTN_NONE variant of play).
r_texturestats and memstats and memlist commands to give memory use info.
Lighting on sprites (put ! anywhere in sprite filename to enable).
More r_speeds info (now a transparent overlay instead of spewing to console).
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).
More sound channels.
More dynamic lights (32 changed to 256).
More precached models and sounds (256 changed to 4096).
Many more features documented in dpextensions.qc. (bullet tracing on models, qc player input, etc)
Replacing Content:
Formats supported: tga (recommended), png (loads very slowly), jpg (loads slowly), pcx, wal, lmp
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).
All texture layers are optional except diffuse (the others are NOT loaded without it)
Replacing skins:
progs/player.mdl_0.tga - diffuse
progs/player.mdl_0_norm.tga - normalmap (can have alpha channel with bumpmap height for offsetmapping/reliefmapping)
progs/player.mdl_0_bump.tga - bumpmap (not loaded if normalmap is present)
progs/player.mdl_0_glow.tga - glow map (use _luma if tenebrae compatibility is a concern)
progs/player.mdl_0_luma.tga - alternate tenebrae-compatible name for glow map (use one or the other)
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)
progs/player.mdl_0_shirt.tga - shirt image, same type as pants
Replacing textures in specific maps:
textures/e1m1/ecop1_6.tga
textures/e1m1/ecop1_6_norm.tga
textures/e1m1/ecop1_6_bump.tga
textures/e1m1/ecop1_6_glow.tga
textures/e1m1/ecop1_6_luma.tga
textures/e1m1/ecop1_6_pants.tga - pants and shirt layers are possible on bmodel entities with quakec modifications to set their .colormap field
textures/e1m1/ecop1_6_shirt.tga
Replacing textures in all maps:
textures/quake.tga
textures/quake_norm.tga
textures/quake_bump.tga
textures/quake_glow.tga
textures/quake_luma.tga
textures/quake_pants.tga
textures/quake_shirt.tga
Replacing hud and menu pictures:
gfx/conchars.tga
Replacing models:
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
How to make .skin files for multiple skins on a Quake3 (md3) or DarkPlacesModel (dpm) model:
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...
torso,progs/player_default.tga says that the model part named "torso" should use the image progs/player_default.tga
gun,progs/player_default.tga says that the model part named "gun" should use the image progs/player_default.tga
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
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
tag_torso, second tag name
tag_weapon, third tag name
How to install a soundtrack in ogg format
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>
quake/id1/sound/cdtracks/track002.ogg replacement track for "cd loop 2"
quake/id1/sound/cdtracks/track003.ogg replacement track for "cd loop 3"
Example list of filenames:
quake/id1/progs/player.mdl replaces the player model)
quake/id1/progs/player.mdl_0.skin text file that specifies textures to use on an md3 model)
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)
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))
quake/id1/progs/player_default_shirt.tga white shirt area of the skin, similar to pants described above)
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)
quake/id1/progs/player_default_gloss.tga glossmap (shiny areas) for player_default)
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)
quake/id1/textures/quake.tga replaces the quake logo on the arch in start.bsp)
quake/id1/textures/quake_norm.tga same as for a player)
quake/id1/textures/quake_gloss.tga same as for a player)
quake/id1/textures/#water1.tga replaces *water1 texture in the maps, # is used instead of * in filenames)
quake/id1/gfx/conchars.tga replacement font image, this was in gfx.wad in quake)
quake/id1/gfx/conback.tga replacement console background, just like in quake)
quake/id1/gfx/mainmenu.tga replacement main menu image, just like in quake)
quake/id1/maps/b_bh25.bsp replacement for normal health pack, for example this could be an md3 model instead)
quake/id1/sound/cdtracks/track002.ogg replacement track for "cd loop 2"
quake/id1/sound/cdtracks/track003.ogg replacement track for "cd loop 3"
Commandline options as of 2007-03-11:
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
BSD GLX: -nogetprocaddress disables GLX_ARB_get_proc_address (not required, more formal method of getting extension functions)
BSD GLX: -novideosync disables GLX_SGI_swap_control
BSD Sound: -cddev devicepath chooses which CD drive to use
Client: -benchmark demoname runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log)
Client: -demo demoname runs a playdemo and quits
Client: -forceqmenu disables menu.dat (same as +forceqmenu 1)
Client: -particles number changes maximum number of particles at once, default 32768
Client: -texbrightness number sets the quake palette brightness (brightness of black), allowing you to make quake textures brighter/darker, not recommended
Client: -texcontrast number sets the quake palette contrast, allowing you to make quake textures brighter/darker, not recommended
Client: -texgamma number sets the quake palette gamma, allowing you to make quake textures brighter/darker, not recommended
Client: -useqmenu causes the first time you open the menu to use the quake menu, then reverts to menu.dat (if forceqmenu is 0)
Console: -condebug logs console messages to qconsole.log, see also log_file
Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
Console: -nostdout disables text output to the terminal the game was launched from
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)
GL: -noanisotropy disables GL_EXT_texture_filter_anisotropic (allows higher quality texturing)
GL: -nocombine disables GL_ARB_texture_env_combine or GL_EXT_texture_env_combine (required for bumpmapping and faster map rendering)
GL: -nocubemap disables GL_ARB_texture_cube_map (required for bumpmapping)
GL: -nocva disables GL_EXT_compiled_vertex_array (renders faster)
GL: -nodot3 disables GL_ARB_texture_env_dot3 (required for bumpmapping)
GL: -nodrawrangeelements disables GL_EXT_draw_range_elements (renders faster)
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)
GL: -nofragmentshader disables GL_ARB_fragment_shader (allows pixel shader effects, can improve per pixel lighting performance and capabilities)
GL: -nomtex disables GL_ARB_multitexture (required for faster map rendering)
GL: -noseparatestencil disables use of OpenGL2.0 glStencilOpSeparate and GL_ATI_separate_stencil extensions (which accelerate shadow rendering)
GL: -noshaderobjects disables GL_ARB_shader_objects (required for vertex shader and fragment shader)
GL: -noshadinglanguage100 disables GL_ARB_shading_language_100 (required for vertex shader and fragment shader)
GL: -nostenciltwoside disables GL_EXT_stencil_two_side (which accelerate shadow rendering)
GL: -notexture3d disables GL_EXT_texture3D (required for spherical lights, otherwise they render as a column)
GL: -novertexshader disables GL_ARB_vertex_shader (allows vertex shader effects)
Game: -battlemech runs the multiplayer topdown deathmatch game BattleMech
Game: -contagiontheory runs the game Contagion Theory
Game: -darsana runs the game Darsana
Game: -did2 runs the game Defeat In Detail 2
Game: -goodvsbad2 runs the psychadelic RTS FPS game Good Vs Bad 2
Game: -hipnotic runs Quake mission pack 1: The Scourge of Armagon
Game: -nehahra runs The Seal of Nehahra movie and game
Game: -neoteric runs the game Neoteric
Game: -netherworld runs the game Netherworld: Dark Master
Game: -nexuiz runs the multiplayer game Nexuiz
Game: -openquartz runs the game OpenQuartz, a standalone GPL replacement of the quake content
Game: -prydon runs the topdown point and click action-RPG Prydon Gate
Game: -quake runs the game Quake (default)
Game: -rogue runs Quake mission pack 2: The Dissolution of Eternity
Game: -setheral runs the multiplayer game Setheral
Game: -som runs the multiplayer game Son Of Man
Game: -tenebrae runs the graphics test mod known as Tenebrae (some features not implemented)
Game: -teu runs The Evil Unleashed (this option is obsolete as they are not using darkplaces)
Game: -thehunted runs the game The Hunted
Game: -transfusion runs Transfusion (the recreation of Blood in Quake)
Game: -zymotic runs the singleplayer game Zymotic
Input: -nomouse disables mouse support (see also vid_mouse cvar)
Input: -nomouse disables mouse support (see also vid_mouse cvar)
Linux ALSA Sound: -sndpcm devicename selects which pcm device to us, default is "default"
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
Linux GLX: -nogetprocaddress disables GLX_ARB_get_proc_address (not required, more formal method of getting extension functions)
Linux GLX: -novideosync disables GLX_SGI_swap_control
Linux Sound: -cddev devicepath chooses which CD drive to use
MacOSX GLX: -nogetprocaddress disables GLX_ARB_get_proc_address (not required, more formal method of getting extension functions)
MacOSX GLX: -novideosync disables GLX_SGI_swap_control
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
Server: -dedicated [playerlimit] starts a dedicated server (with a command console), default playerlimit is 8
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.
Server: -listen [playerlimit] starts a multiplayer server with graphical client, like singleplayer but other players can connect, default playerlimit is 8
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
Sound: -nocdaudio disables CD audio support
Sound: -nosound disables sound (including CD audio)
Sound: -novorbis disables ogg vorbis sound support
Sound: -simsound runs sound mixing but with no output
Sound: -sndbits bits chooses 8 bit or 16 bit sound output
Sound: -sndmono sets sound output to mono
Sound: -sndquad sets sound output to 4 channel surround
Sound: -sndspeed hz chooses sound output rate (supported values are 48000, 44100, 32000, 24000, 22050, 16000, 11025 (quake), 8000)
Sound: -sndstereo sets sound output to stereo
Video: -bpp bits performs +vid_bitsperpixel bits (example -bpp 32 or -bpp 16)
Video: -fullscreen performs +vid_fullscreen 1
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)
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)
Video: -window performs +vid_fullscreen 0
Windows DirectSound: -primarysound locks the sound hardware for exclusive use
Windows DirectSound: -snoforceformat uses the format that DirectSound returns, rather than forcing it
Windows GDI Input: -noforcemaccel disables setting of mouse acceleration (not used with -dinput, windows only)
Windows GDI Input: -noforcemparms disables setting of mouse parameters (not used with -dinput, windows only)
Windows GDI Input: -noforcemspd disables setting of mouse speed (not used with -dinput, windows only)
Windows Input: -dinput enables DirectInput for mouse/joystick input
Windows Input: -nojoy disables joystick support, may be a small speed increase
Windows Sound: -wavonly uses wave sound instead of DirectSound
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
Windows WGL: -novideosync disables WGL_EXT_swap_control
Full Console Variable List as of 2007-03-11:
_cl_color 0 internal storage cvar for current player colors (changed by color command)
_cl_name player internal storage cvar for current player name (changed by name command)
_cl_playermodel internal storage cvar for current player model in Nexuiz (changed by playermodel command)
_cl_playerskin internal storage cvar for current player skin in Nexuiz (changed by playerskin command)
_cl_pmodel 0 internal storage cvar for current player model number in nehahra (changed by pmodel command)
_cl_rate 10000 internal storage cvar for current rate (changed by rate command)
_snd_mixahead 0.1 how much sound to mix ahead of time
ambient_fade 100 rate of volume fading when moving from one environment to another
ambient_level 0.3 volume of environment noises (water and wind)
bgmvolume 1 volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg)
cdaudioinitialized 0 indicates if CD Audio system is active
chase_active 0 enables chase cam
chase_back 48 chase cam distance from the player
chase_stevie 0 chase cam view from above (used only by GoodVsBad2)
chase_up 24 chase cam distance from the player
cl_anglespeedkey 1.5 how much +speed multiplies keyboard turning speed
cl_autodemo 0 records every game played, using the date/time and map name to name the demo file
cl_autodemo_nameformat %Y-%m-%d_%H-%M The format of the cl_autodemo filename, followed by the map name
cl_backspeed 400 backward movement speed
cl_beams_instantaimhack 1 makes your lightning gun aiming update instantly
cl_beams_lightatend 0 make a light at the end of the beam
cl_beams_polygons 1 use beam polygons instead of models
cl_beams_quakepositionhack 1 makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)
cl_bob 0.02 view bobbing amount
cl_bobcycle 0.6 view bobbing speed
cl_bob2 0 sideways view bobbing amount
cl_bob2cycle 0.6 sideways view bobbing speed
cl_bob2smooth 0.05 how fast the view goes back when you stop touching the ground
cl_bobfall 0 how much the view swings down when falling (influenced by the speed you hit the ground with)
cl_bobfallcycle 3 speed of the bobfall swing
cl_bobfallspeed 200 necessary amount of speed for bob-falling to occur
cl_bobmodel 1 enables gun bobbing
cl_bobmodel_side 0.05 gun bobbing sideways sway amount
cl_bobmodel_speed 7 gun bobbing speed
cl_bobmodel_up 0.02 gun bobbing upward movement amount
cl_leanmodel 0 enables gun leaning
cl_leanmodel_side_speed 0.7 gun leaning sideways speed
cl_leanmodel_side_limit 35 gun leaning sideways limit
cl_leanmodel_side_highpass1 30 gun leaning sideways pre-highpass in 1/s
cl_leanmodel_side_highpass 3 gun leaning sideways highpass in 1/s
cl_leanmodel_side_lowpass 20 gun leaning sideways lowpass in 1/s
cl_leanmodel_up_speed 0.65 gun leaning upward speed
cl_leanmodel_up_limit 50 gun leaning upward limit
cl_leanmodel_up_highpass1 5 gun leaning upward pre-highpass in 1/s
cl_leanmodel_up_highpass 15 gun leaning upward highpass in 1/s
cl_leanmodel_up_lowpass 20 gun leaning upward lowpass in 1/s
cl_followmodel 0 enables gun following
cl_followmodel_side_speed 0.25 gun following sideways speed
cl_followmodel_side_limit 6 gun following sideways limit
cl_followmodel_side_highpass1 30 gun following sideways pre-highpass in 1/s
cl_followmodel_side_highpass 5 gun following sideways highpass in 1/s
cl_followmodel_side_lowpass 10 gun following sideways lowpass in 1/s
cl_followmodel_up_speed 0.5 gun following upward speed
cl_followmodel_up_limit 5 gun following upward limit
cl_followmodel_up_highpass1 60 gun following upward pre-highpass in 1/s
cl_followmodel_up_highpass 2 gun following upward highpass in 1/s
cl_followmodel_up_lowpass 10 gun following upward lowpass in 1/s
cl_bobup 0.5 view bobbing adjustment that makes the up or down swing of the bob last longer
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)
cl_capturevideo_fps 30 how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful)
cl_capturevideo_number 1 number to append to video filename, incremented each time a capture begins
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
cl_curl_enabled 0 whether client's download support is enabled
cl_curl_maxdownloads 1 maximum number of concurrent HTTP/FTP downloads
cl_curl_maxspeed 100 maximum download speed (KiB/s)
cl_deathnoviewmodel 1 hides gun model when dead
cl_deathscoreboard 1 shows scoreboard (+showscores) while dead
cl_decals 0 enables decals (bullet holes, blood, etc)
cl_decals_fadetime 20 how long decals take to fade away
cl_decals_time 0 how long before decals start to fade away
cl_dlights_decaybrightness 1 reduces brightness of light flashes over time
cl_dlights_decayradius 1 reduces size of light flashes over time
cl_explosions_alpha_end 0 end alpha of an explosion shell (just before it disappears)
cl_explosions_alpha_start 1.5 starting alpha of an explosion shell
cl_explosions_lifetime 0.5 how long an explosion shell lasts
cl_explosions_size_end 128 ending alpha of an explosion shell (just before it disappears)
cl_explosions_size_start 16 starting size of an explosion shell
cl_forwardspeed 400 forward movement speed
cl_gravity 800 how much gravity to apply in client physics (should match sv_gravity)
cl_itembobheight 0 how much items bob up and down (try 8)
cl_itembobspeed 0.5 how frequently items bob up and down
cl_joinbeforedownloadsfinish 1 if non-zero the game will begin after the map is loaded before other downloads finish
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)
cl_movement 0 enables clientside prediction of your player movement
cl_movement_accelerate 10 how fast you accelerate (should match sv_accelerate)
cl_movement_airaccel_qw 1 ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)
cl_movement_airaccel_sideways_friction 0 anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)
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
cl_movement_edgefriction 2 how much to slow down when you may be about to fall off a ledge (should match edgefriction)
cl_movement_friction 4 how fast you slow down (should match sv_friction)
cl_movement_jumpvelocity 270 how fast you move upward when you begin a jump (should match the quakec code)
cl_movement_maxairspeed 30 how fast you can move while in the air (should match sv_maxairspeed)
cl_movement_maxspeed 320 how fast you can move (should match sv_maxspeed)
cl_movement_stepheight 18 how tall a step you can step in one instant (should match sv_stepheight)
cl_movement_stopspeed 100 speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)
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
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
cl_movespeedkey 2.0 how much +speed multiplies keyboard movement speed
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)
cl_netinputpacketspersecond 50 how many input packets to send to server each second
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)
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)
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
cl_nodelta 0 disables delta compression of non-player entities in QW network protocol
cl_nolerp 0 network update smoothing
cl_noplayershadow 0 hide player shadow
cl_particles 1 enables particle effects
cl_particles_blood 1 enables blood effects
cl_particles_blood_alpha 0.5 opacity of blood
cl_particles_blood_bloodhack 1 make certain quake particle() calls create blood effects instead
cl_particles_bubbles 1 enables bubbles (used by multiple effects)
cl_particles_bulletimpacts 1 enables bulletimpact effects
cl_particles_explosions_shell 0 enables polygonal shell from explosions
cl_particles_explosions_smokes 0 enables smoke from explosions
cl_particles_explosions_sparks 1 enables sparks from explosions
cl_particles_quake 0 makes particle effects look mostly like the ones in Quake
cl_particles_quality 1 multiplies number of particles and reduces their alpha
cl_particles_size 1 multiplies particle size
cl_particles_smoke 1 enables smoke (used by multiple effects)
cl_particles_smoke_alpha 0.5 smoke brightness
cl_particles_smoke_alphafade 0.55 brightness fade per second
cl_particles_sparks 1 enables sparks (used by multiple effects)
cl_pitchspeed 150 keyboard pitch turning speed
cl_port 0 forces client to use chosen port number if not 0
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
cl_rollangle 2.0 how much to tilt the view when strafing
cl_rollspeed 200 how much strafing is necessary to tilt the view
cl_serverextension_download 0 indicates whether the server supports the download command
cl_shownet 0 1 = print packet size, 2 = print packet message list
cl_sidespeed 350 strafe movement speed
cl_slowmo 1 speed of game time (should match slowmo)
cl_sound_hknighthit hknight/hit.wav sound to play during TE_KNIGHTSPIKE (empty cvar disables sound)
cl_sound_r_exp3 weapons/r_exp3.wav sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)
cl_sound_ric1 weapons/ric1.wav sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
cl_sound_ric2 weapons/ric2.wav sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
cl_sound_ric3 weapons/ric3.wav sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
cl_sound_tink1 weapons/tink1.wav sound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)
cl_sound_wizardhit wizard/hit.wav sound to play during TE_WIZSPIKE (empty cvar disables sound)
cl_stainmaps 1 stains lightmaps, much faster than decals but blurred
cl_stainmaps_clearonload 1 clear stainmaps on map restart
cl_stairsmoothspeed 160 how fast your view moves upward/downward when running up/down stairs
cl_upspeed 400 vertical movement speed (while swimming or flying)
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
cl_yawspeed 140 keyboard yaw turning speed
cmdline 0 contains commandline the engine was launched with
collision_endnudge 0 how much to bias collision trace end
collision_enternudge 0 how much to bias collision entry fraction
collision_impactnudge 0.03125 how much to back off from the impact
collision_leavenudge 0 how much to bias collision exit fraction
collision_prefernudgedfraction 1 whether to sort collision events by nudged fraction (1) or real fraction (0)
collision_startnudge 0 how much to bias collision trace start
con_closeontoggleconsole 1 allows toggleconsole binds to close the console as well
con_chat 0 how many chat lines to show in a dedicated chat area
con_chatpos 0 where to put chat (negative: lines from bottom of screen, positive: lines below notify, 0: at top)
con_chatsize 8 chat text size in virtual 2D pixels
con_chattime 30 how long chat lines last, in seconds
con_chatwidth 1.0 relative chat window width
con_notify 4 how many notify lines to show (0-32)
con_notifyalign 3 how to align notify lines: 0 = left, 0.5 = center, 1 = right, empty string = game default)
con_notifysize 8 notify text size in virtual 2D pixels
con_notifytime 3 how long notify lines last, in seconds
con_textsize 8 console text size in virtual 2D pixels
coop 0 coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)
crosshair 0 selects crosshair to use (0 is none)
crosshair_color_alpha 1 how opaque the crosshair should be
crosshair_color_blue 0 customizable crosshair color
crosshair_color_green 0 customizable crosshair color
crosshair_color_red 1 customizable crosshair color
crosshair_size 1 adjusts size of the crosshair on the screen
csqc_progcrc -1 CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1
csqc_progname csprogs.dat name of csprogs.dat file to load
csqc_progsize -1 file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1
cutscene 1 enables cutscenes in nehahra, can be used by other mods
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)
demo_nehahra 0 reads all quake demos as nehahra movie protocol
developer 0 prints additional debugging messages and information (recommended for modders and level designers)
developer_entityparsing 0 prints detailed network entities information each time a packet is received
developer_memory 0 prints debugging information about memory allocations
developer_memorydebug 0 enables memory corruption checks (very slow)
developer_networkentities 0 prints received entities, value is 0-4 (higher for more info)
developer_networking 0 prints all received and sent packets (recommended only for debugging)
developer_texturelogging 0 produces a textures.log file containing names of skins and map textures the engine tried to load
edgefriction 2 how much you slow down when nearing a ledge you might fall off
forceqmenu 0 enables the quake menu instead of the quakec menu.dat (if present)
fov 90 field of vision, 1-170 degrees, default 90, some players use 110-130
fraglimit 0 ends level if this many frags is reached by any player
freelook 1 mouse controls pitch instead of forward/back
gamecfg 0 unused cvar in quake, can be used by mods
gameversion 0 version of game data (mod-specific), when client and server gameversion mismatch in the server browser the server is shown as incompatible
gl_combine 1 faster rendering by using GL_ARB_texture_env_combine extension (part of OpenGL 1.3 and above)
gl_dither 1 enables OpenGL dithering (16bit looks bad with this off)
gl_ext_separatetencil 1 make use of OpenGL 2.0 glStencilOpSeparate or GL_ATI_separate_stencil extension
gl_ext_stenciltwoside 1 make use of GL_EXT_stenciltwoside extension (NVIDIA only)
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)
gl_flashblend 0 render bright coronas for dynamic lights instead of actual lighting, fast but ugly
gl_fogblue 0.3 nehahra fog color blue value (for Nehahra compatibility only)
gl_fogdensity 0.25 nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)
gl_fogenable 0 nehahra fog enable (for Nehahra compatibility only)
gl_fogend 0 nehahra fog end distance (for Nehahra compatibility only)
gl_foggreen 0.3 nehahra fog color green value (for Nehahra compatibility only)
gl_fogred 0.3 nehahra fog color red value (for Nehahra compatibility only)
gl_fogstart 0 nehahra fog start distance (for Nehahra compatibility only)
gl_lightmaps 0 draws only lightmaps, no texture (for level designers)
gl_lockarrays 0 enables use of glLockArraysEXT, may cause glitches with some broken drivers, and may be slower than normal
gl_lockarrays_minimumvertices 1 minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance
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)
gl_mesh_drawrangeelements 1 use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)
gl_mesh_testarrayelement 0 use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)
gl_mesh_testmanualfeeding 0 use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)
gl_paranoid 0 enables OpenGL error checking and other tests
gl_picmip 0 reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75%
gl_polyblend 1 tints view while underwater, hurt, etc
gl_printcheckerror 0 prints all OpenGL error checks, useful to identify location of driver crashes
gl_texture_anisotropy 1 anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values
halflifebsp 0 indicates the current map is hlbsp format (useful to know because of different bounding box sizes)
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
host_speeds 0 reports how much time is used in server/graphics/sound
hostname UNNAMED server message to show in server browser
in_pitch_max 90 how far upward you can aim (quake used 80
in_pitch_min -90 how far downward you can aim (quake used -70
joy_axisforward 1 which joystick axis to query for forward/backward movement
joy_axispitch 3 which joystick axis to query for looking up/down
joy_axisroll -1 which joystick axis to query for tilting head right/left
joy_axisside 0 which joystick axis to query for right/left movement
joy_axisup -1 which joystick axis to query for up/down movement
joy_axisyaw 2 which joystick axis to query for looking right/left
joy_deadzoneforward 0 deadzone tolerance, suggested values are in the range 0 to 0.01
joy_deadzonepitch 0 deadzone tolerance, suggested values are in the range 0 to 0.01
joy_deadzoneroll 0 deadzone tolerance, suggested values are in the range 0 to 0.01
joy_deadzoneside 0 deadzone tolerance, suggested values are in the range 0 to 0.01
joy_deadzoneup 0 deadzone tolerance, suggested values are in the range 0 to 0.01
joy_deadzoneyaw 0 deadzone tolerance, suggested values are in the range 0 to 0.01
joy_detected 0 number of joysticks detected by engine
joy_enable 1 enables joystick support
joy_index 0 selects which joystick to use if you have multiple
joy_sensitivityforward -1 movement multiplier
joy_sensitivitypitch 1 movement multiplier
joy_sensitivityroll 1 movement multiplier
joy_sensitivityside 1 movement multiplier
joy_sensitivityup 1 movement multiplier
joy_sensitivityyaw -1 movement multiplier
joyadvanced 0 use more than 2 axis joysticks (configuring this is very technical)
joyadvaxisr 0 axis mapping for joyadvanced 1 mode
joyadvaxisu 0 axis mapping for joyadvanced 1 mode
joyadvaxisv 0 axis mapping for joyadvanced 1 mode
joyadvaxisx 0 axis mapping for joyadvanced 1 mode
joyadvaxisy 0 axis mapping for joyadvanced 1 mode
joyadvaxisz 0 axis mapping for joyadvanced 1 mode
joyforwardsensitivity -1.0 how fast the joystick moves forward
joyforwardthreshold 0.15 minimum joystick movement necessary to move forward
joyname joystick name of joystick to use (informational only, used only by joyadvanced 1 mode)
joypitchsensitivity 1.0 how fast the joystick looks up/down
joypitchthreshold 0.15 minimum joystick movement necessary to look up/down
joysidesensitivity -1.0 how fast the joystick moves sideways (strafing)
joysidethreshold 0.15 minimum joystick movement necessary to move sideways (strafing)
joystick 0 enables joysticks
joywwhack1 0.0 special hack for wingman warrior
joywwhack2 0.0 special hack for wingman warrior
joyyawsensitivity -1.0 how fast the joystick turns left/right
joyyawthreshold 0.15 minimum joystick movement necessary to turn left/right
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)
locs_show 0 shows defined locations for editing purposes
log_file filename to log messages to
lookspring 0 returns pitch to level with the floor when no longer holding a pitch key
lookstrafe 0 move instead of turning
m_filter 0 smoothes mouse movement, less responsive but smoother aiming
m_forward 1 mouse forward speed multiplier
m_pitch 0.022 mouse pitch speed multiplier
m_side 0.8 mouse side speed multiplier
m_yaw 0.022 mouse yaw speed multiplier
mcbsp 0 indicates the current map is mcbsp format (useful to know because of different bounding box sizes)
menu_options_colorcontrol_correctionvalue 0.5 intensity value that matches up to white/black dither pattern, should be 0.5 for linear color
mod_q3bsp_curves_collisions 1 enables collisions with curves (SLOW)
mod_q3bsp_debugtracebrush 0 selects different tracebrush bsp recursion algorithms (for debugging purposes only)
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, ...
mod_q3bsp_optimizedtraceline 1 whether to use optimized traceline code for line traces (as opposed to tracebox code)
nehx00 0 nehahra data storage cvar (used in singleplayer)
nehx01 0 nehahra data storage cvar (used in singleplayer)
nehx02 0 nehahra data storage cvar (used in singleplayer)
nehx03 0 nehahra data storage cvar (used in singleplayer)
nehx04 0 nehahra data storage cvar (used in singleplayer)
nehx05 0 nehahra data storage cvar (used in singleplayer)
nehx06 0 nehahra data storage cvar (used in singleplayer)
nehx07 0 nehahra data storage cvar (used in singleplayer)
nehx08 0 nehahra data storage cvar (used in singleplayer)
nehx09 0 nehahra data storage cvar (used in singleplayer)
nehx10 0 nehahra data storage cvar (used in singleplayer)
nehx11 0 nehahra data storage cvar (used in singleplayer)
nehx12 0 nehahra data storage cvar (used in singleplayer)
nehx13 0 nehahra data storage cvar (used in singleplayer)
nehx14 0 nehahra data storage cvar (used in singleplayer)
nehx15 0 nehahra data storage cvar (used in singleplayer)
nehx16 0 nehahra data storage cvar (used in singleplayer)
nehx17 0 nehahra data storage cvar (used in singleplayer)
nehx18 0 nehahra data storage cvar (used in singleplayer)
nehx19 0 nehahra data storage cvar (used in singleplayer)
net_address 0.0.0.0 network address to open ports on
net_address_ipv6 [0:0:0:0:0:0:0:0] network address to open ipv6 ports on
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)
net_connecttimeout 10 after requesting a connection, the client must reply within this many seconds or be dropped (cuts down on connect floods)
net_messagetimeout 300 drops players who have not sent any packets for this many seconds
net_slist_maxtries 3 how many times to ask the same server for information (more times gives better ping reports but takes longer)
net_slist_queriesperframe 4 maximum number of server information requests to send each rendered frame (guards against low framerates causing problems)
net_slist_queriespersecond 20 how many server information requests to send per second
net_slist_timeout 4 how long to listen for a server information response before giving up
noaim 1 QW option to disable vertical autoaim
noexit 0 kills anyone attempting to use an exit
nomonsters 0 unused cvar in quake, can be used by mods
nosound 0 disables sound
pausable 1 allow players to pause or not
port 26000 server port for players to connect to
pr_checkextension 1 indicates to QuakeC that the standard quakec extensions system is available (if 0, quakec should not attempt to use extensions)
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)
prvm_statementprofiling 0 counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled)
prvm_traceqc 0 prints every QuakeC statement as it is executed (only for really thorough debugging!)
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_ambient 0 brightens map, value is 0-128
r_batchmode 1 selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)
r_bloom 0 enables bloom effect (makes bright pixels affect neighboring pixels)
r_bloom_blur 4 how large the glow is
r_bloom_brighten 2 how bright the glow is, after subtract/power
r_bloom_colorexponent 1 how exagerated the glow is
r_bloom_colorscale 1 how bright the glow is
r_bloom_colorsubtract 0.125 reduces bloom colors by a certain amount
r_bloom_resolution 320 what resolution to perform the bloom effect at (independent of screen resolution)
r_coronas 1 brightness of corona flare effects around certain lights, 0 disables corona effects
r_cullentities_trace 1 probabistically cull invisible entities
r_cullentities_trace_delay 1 number of seconds until the entity gets actually culled
r_cullentities_trace_enlarge 0 box enlargement for entity culling
r_cullentities_trace_samples 2 number of samples to test for entity culling
r_draweffects 1 renders temporary sprite effects
r_drawentities 1 draw entities (doors, players, projectiles, etc)
r_drawexplosions 1 enables rendering of explosion shells (see also cl_particles_explosions_shell)
r_drawparticles 1 enables drawing of particles
r_drawportals 0 shows portals (separating polygons) in world interior in quake1 maps
r_drawviewmodel 1 draw your weapon model
r_dynamic 1 enables dynamic lights (rocket glow and such)
r_editlights 0 enables .rtlights file editing mode
r_editlights_cursordistance 1024 maximum distance of cursor from eye
r_editlights_cursorgrid 4 snaps cursor to this grid size
r_editlights_cursorpushback 0 how far to pull the cursor back toward the eye
r_editlights_cursorpushoff 4 how far to push the cursor off the impacted surface
r_editlights_quakelightsizescale 1 changes size of light entities loaded from a map
r_explosionclip 1 enables collision detection for explosion shell (so that it flattens against walls and floors)
r_fullbright 0 makes map very bright and renders faster
r_fullbrights 1 enables glowing pixels in quake textures (changes need r_restart to take effect)
r_glsl 1 enables use of OpenGL 2.0 pixel shaders for lighting
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_glsl_offsetmapping 0 offset mapping effect (also known as parallax mapping or virtual displacement mapping)
r_glsl_offsetmapping_reliefmapping 0 relief mapping effect (higher quality)
r_glsl_offsetmapping_scale 0.04 how deep the offset mapping effect is
r_hdr 0 enables High Dynamic Range bloom effect (higher quality version of r_bloom)
r_hdr_glowintensity 1 how bright light emitting textures should appear
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_hdr_scenebrightness 1 global rendering brightness
r_lerpimages 1 bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0)
r_lerpmodels 1 enables animation smoothing on models
r_lerpsprites 1 enables animation smoothing on sprites
r_letterbox 0 reduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes)
r_lightmaprgba 1 whether to use RGBA (32bit) or RGB (24bit) lightmaps
r_lightningbeam_color_blue 1 color of the lightning beam effect
r_lightningbeam_color_green 1 color of the lightning beam effect
r_lightningbeam_color_red 1 color of the lightning beam effect
r_lightningbeam_qmbtexture 0 load the qmb textures/particles/lightning.pcx texture instead of generating one, can look better
r_lightningbeam_repeatdistance 128 how far to stretch the texture along the lightning beam effect
r_lightningbeam_scroll 5 speed of texture scrolling on the lightning beam effect
r_lightningbeam_thickness 4 thickness of the lightning beam effect
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_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_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_mipsprites 1 mipmaps skins (so they become blurrier in the distance), unlike skins the sprites do not have strange border colors
r_nearclip 1 distance from camera of nearclip plane
r_nosurftextures 0 pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)
r_novis 0 draws whole level, see also sv_cullentities_pvs 0
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_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_qb1sp_skymasking 1 allows sky polygons in quake1 maps to obscure other geometry
r_render 1 enables rendering calls (you want this on!)
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_shadow_bumpscale_bumpmap 4 what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect
r_shadow_culltriangles 1 performs more expensive tests to remove unnecessary triangles of lit surfaces
r_shadow_debuglight -1 renders only one light, for level design purposes or debugging
r_shadow_frontsidecasting 1 whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)
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_shadow_gloss2intensity 0.125 how bright the forced flat gloss should look if r_shadow_gloss is 2
r_shadow_glossexponent 32 how 'sharp' the gloss should appear (specular power)
r_shadow_glossintensity 1 how bright textured glossmaps should look if r_shadow_gloss is 1 or 2
r_shadow_lightattenuationpower 0.5 changes attenuation texture generation (does not affect r_glsl lighting)
r_shadow_lightattenuationscale 1 changes attenuation texture generation (does not affect r_glsl lighting)
r_shadow_lightintensityscale 1 renders all world lights brighter or darker
r_shadow_lightradiusscale 1 renders all world lights larger or smaller
r_shadow_portallight 1 use portal culling to exactly determine lit triangles when compiling world lights
r_shadow_projectdistance 1000000 how far to cast shadows
r_shadow_realtime_dlight 1 enables rendering of dynamic lights such as explosions and rocket light
r_shadow_realtime_dlight_portalculling 0 enables portal optimization on dynamic lights (slow!)
r_shadow_realtime_dlight_shadows 1 enables rendering of shadows from dynamic lights
r_shadow_realtime_dlight_svbspculling 0 enables svbsp optimization on dynamic lights (very slow!)
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_shadow_realtime_world_compile 1 enables compilation of world lights for higher performance rendering
r_shadow_realtime_world_compileportalculling 1 enables portal-based culling optimization during compilation
r_shadow_realtime_world_compileshadow 1 enables compilation of shadows from world lights for higher performance rendering
r_shadow_realtime_world_compilesvbsp 1 enables svbsp optimization during compilation
r_shadow_realtime_world_lightmaps 0 brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance
r_shadow_realtime_world_shadows 1 enables rendering of shadows from world lights
r_shadow_scissor 1 use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)
r_shadow_polygonfactor 0 how much to enlarge shadow volume polygons when rendering (should be 0!)
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_shadow_texture3d 1 use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)
r_shadows 0 casts fake stencil shadows from models onto the world (rtlights are unaffected by this)
r_shadows_throwdistance 500 how far to cast shadows from models
r_showcollisionbrushes 0 draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)
r_showcollisionbrushes_polygonfactor -1 expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls
r_showcollisionbrushes_polygonoffset 0 nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls
r_showdisabledepthtest 0 disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing
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_shownormals 0 shows per-vertex surface normals and tangent vectors for bumpmapped lighting
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_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_showtris 0 shows triangle outlines, value controls brightness (can be above 1)
r_skeletal_debugbone -1 development cvar for testing skeletal model code
r_skeletal_debugbonecomponent 3 development cvar for testing skeletal model code
r_skeletal_debugbonevalue 100 development cvar for testing skeletal model code
r_skeletal_debugtranslatex 1 development cvar for testing skeletal model code
r_skeletal_debugtranslatey 1 development cvar for testing skeletal model code
r_skeletal_debugtranslatez 1 development cvar for testing skeletal model code
r_sky 1 enables sky rendering (black otherwise)
r_skyscroll1 1 speed at which upper clouds layer scrolls in quake sky
r_skyscroll2 2 speed at which lower clouds layer scrolls in quake sky
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_speeds 0 displays rendering statistics and per-subsystem timings
r_stereo_redblue 0 red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)
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_stereo_redgreen 0 red/green anaglyph stereo glasses (for those who don't mind yellow)
r_stereo_separation 4 separation of eyes in the world (try negative values too)
r_stereo_sidebyside 0 side by side views (for those who can't afford glasses but can afford eye strain)
r_subdivide_size 128 how large water polygons should be (smaller values produce more polygons which give better warping effects)
r_subdivisions_collision_maxtess 1024 maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)
r_subdivisions_collision_maxvertices 4225 maximum vertices allowed per subdivided curve
r_subdivisions_collision_mintess 1 minimum number of subdivisions (values above 1 will smooth curves that don't need it)
r_subdivisions_collision_tolerance 15 maximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering)
r_subdivisions_maxtess 1024 maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)
r_subdivisions_maxvertices 65536 maximum vertices allowed per subdivided curve
r_subdivisions_mintess 1 minimum number of subdivisions (values above 1 will smooth curves that don't need it)
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_test 0 internal development use only, leave it alone (usually does nothing anyway)
r_textshadow 0 draws a shadow on all text to improve readability
r_textureunits 32 number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)
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_wateralpha 1 opacity of water polygons
r_waterscroll 1 makes water scroll around, value controls how much
r_waterwarp 1 warp view while underwater
rcon_address server address to send rcon commands to (when not connected to a server)
rcon_password password to authenticate rcon commands
registered 0 indicates if this is running registered quake (whether gfx/pop.lmp was found)
samelevel 0 repeats same level if level ends (due to timelimit or someone hitting an exit)
saved1 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
saved2 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
saved3 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
saved4 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
savedgamecfg 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods
sbar_alpha_bg 0.4 opacity value of the statusbar background image
sbar_alpha_fg 1 opacity value of the statusbar weapon/item icons and numbers
scr_centertime 2 how long centerprint messages show
scr_conalpha 1 opacity of console background
scr_conbrightness 1 brightness of console background (0 = black, 1 = image)
scr_conforcewhiledisconnected 1 forces fullscreen console while disconnected
scr_menuforcewhiledisconnected 0 forces menu while disconnected
scr_printspeed 8 speed of intermission printing (episode end texts)
scr_refresh 1 allows you to completely shut off rendering for benchmarking purposes
scr_screenshot_gammaboost 1 gamma correction on saved screenshots and videos, 1.0 saves unmodified images
scr_screenshot_jpeg 1 save jpeg instead of targa
scr_screenshot_jpeg_quality 0.9 image quality of saved jpeg
scr_screenshot_name dp prefix name for saved screenshots (changes based on -game commandline, as well as which game mode is running)
scr_stipple 0 interlacing-like stippling of the display
scr_zoomwindow 0 displays a zoomed in overlay window
scr_zoomwindow_fov 20 fov of zoom window
scr_zoomwindow_viewsizex 20 horizontal viewsize of zoom window
scr_zoomwindow_viewsizey 20 vertical viewsize of zoom window
scratch1 0 unused cvar in quake, can be used by mods
scratch2 0 unused cvar in quake, can be used by mods
scratch3 0 unused cvar in quake, can be used by mods
scratch4 0 unused cvar in quake, can be used by mods
sensitivity 3 mouse speed multiplier
showbrand 0 shows gfx/brand.tga in a corner of the screen (different values select different positions, including centered)
showdate 0 shows current date (useful on screenshots)
showdate_format %Y-%m-%d format string for date
showfps 0 shows your rendered fps (frames per second)
showpause 1 show pause icon when game is paused
showram 1 show ram icon if low on surface cache memory (not used)
showspeed 0 shows your current speed (qu per second); number selects unit: 1 = qups, 2 = m/s, 3 = km/h, 4 = mph, 5 = knots
showtime 0 shows current time of day (useful on screenshots)
showtime_format %H:%M:%S format string for time of day
showturtle 0 show turtle icon when framerate is too low (not used)
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)
skin QW player skin name (example: base)
slowmo 1.0 controls game speed, 0.5 is half speed, 2 is double speed
snd_channellayout 0 channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout)
snd_channels 2 number of channels for the sound ouput (2 for stereo; up to 8 supported for 3D sound)
snd_initialized 0 indicates the sound subsystem is active
snd_noextraupdate 0 disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates
snd_precache 1 loads sounds before they are used
snd_show 0 shows some statistics about sound mixing
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)
snd_speed 48000 sound output frequency, in hertz
snd_staticvolume 1 volume of ambient sound effects (such as swampy sounds at the start of e1m2)
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)
snd_swapstereo 0 swaps left/right speakers for old ISA soundblaster cards
snd_width 2 sound output precision, in bytes (1 and 2 supported)
sv_accelerate 10 rate at which a player accelerates to sv_maxspeed
sv_adminnick nick name to use for admin messages instead of host name
sv_aim 2 maximum cosine angle for quake's vertical autoaim, a value above 1 completely disables the autoaim, quake used 0.93
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
sv_allowdownloads 1 whether to allow clients to download files from the server (does not affect http downloads)
sv_allowdownloads_archive 0 whether to allow downloads of archives (pak/pk3)
sv_allowdownloads_config 0 whether to allow downloads of config files (cfg)
sv_allowdownloads_dlcache 0 whether to allow downloads of dlcache files (dlcache/)
sv_allowdownloads_inarchive 0 whether to allow downloads from archives (pak/pk3)
sv_areagrid_mingridsize 64 minimum areagrid cell size, smaller values work better for lots of small objects, higher values for large objects
sv_cheats 0 enables cheat commands in any game, and cheat impulses in dpmod
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
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)
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)
sv_clmovement_inputtimeout 0.2 when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld)
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!)
sv_cullentities_pvs 1 fast but loose culling of hidden entities
sv_cullentities_stats 0 displays stats on network entities culled by various methods for each client
sv_cullentities_trace 0 somewhat slow but very tight culling of hidden entities, minimizes network traffic and makes wallhack cheats useless
sv_cullentities_trace_delay 1 number of seconds until the entity gets actually culled
sv_cullentities_trace_enlarge 0 box enlargement for entity culling
sv_cullentities_trace_prediction 1 also trace from the predicted player position
sv_cullentities_trace_samples 1 number of samples to test for entity culling
sv_cullentities_trace_samples_extra 2 number of samples to test for entity culling when the entity affects its surroundings by e.g. dlight
sv_curl_defaulturl default autodownload source URL
sv_curl_serverpackages list of required files for the clients, separated by spaces
sv_debugmove 0 disables collision detection optimizations for debugging purposes
sv_echobprint 1 prints gamecode bprint() calls to server console
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)
sv_fixedframeratesingleplayer 0 allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)
sv_freezenonclients 0 freezes time, except for players, allowing you to walk around and take screenshots of explosions
sv_friction 4 how fast you slow down
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
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)
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
sv_gameplayfix_grenadebouncedownslopes 1 prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface
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
sv_gameplayfix_qwplayerphysics 1 changes water jumping to make it easier to get out of water, and prevents friction on landing when bunnyhopping
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
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)
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)
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
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
sv_gravity 800 how fast you fall (512 = roughly earth gravity)
sv_heartbeatperiod 120 how often to send heartbeat in seconds (only used if sv_public is 1)
sv_idealpitchscale 0.8 how much to look up/down slopes and stairs when not using freelook
sv_jumpstep 0 whether you can step up while jumping (sv_gameplayfix_stepwhilejumping must also be 1)
sv_master1 user-chosen master server 1
sv_master2 user-chosen master server 2
sv_master3 user-chosen master server 3
sv_master4 user-chosen master server 4
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)
sv_maxrate 10000 upper limit on client rate cvar, should reflect your network connection quality
sv_maxspeed 320 maximum speed a player can accelerate to when on ground (can be exceeded by tricks)
sv_maxvelocity 2000 universal speed limit on all entities
sv_newflymove 0 enables simpler/buggier player physics (not recommended)
sv_nostep 0 prevents MOVETYPE_STEP entities (monsters) from moving
sv_playerphysicsqc 1 enables QuakeC function to override player physics
sv_progs progs.dat selects which quakec progs.dat file to run
sv_protocolname DP7 selects network protocol to host for (values include QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up)
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
sv_qwmaster1 user-chosen qwmaster server 1
sv_qwmaster2 user-chosen qwmaster server 2
sv_qwmaster3 user-chosen qwmaster server 3
sv_qwmaster4 user-chosen qwmaster server 4
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
sv_ratelimitlocalplayer 0 whether to apply rate limiting to the local player in a listen server (only useful for testing)
sv_sound_land demon/dland2.wav sound to play when MOVETYPE_STEP entity hits the ground at high speed (empty cvar disables the sound)
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)
sv_stepheight 18 how high you can step up (TW_SV_STEPCONTROL extension)
sv_stopspeed 100 how fast you come to a complete stop
sv_wallfriction 1 how much you slow down when sliding along a wall
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
sv_waterfriction -1 how fast you slow down, if less than 0 the sv_friction variable is used instead
sys_colortranslation 0 terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation)
sys_colortranslation 1 terminal console color translation (supported values: 0 = strip color codes, 1 = translate to ANSI codes, 2 = no translation)
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)
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)
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)
team none QW team (4 character limit, example: blue)
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
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)
timeformat [%Y-%m-%d %H:%M:%S] time format to use on timestamped console messages
timelimit 0 ends level at this time (in minutes)
timestamps 0 prints timestamps on console messages
v_brightness 0 brightness of black, useful for monitors that are too dark
v_centermove 0.15 how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)
v_centerspeed 500 how fast the view centers itself
v_color_black_b 0 desired color of black
v_color_black_g 0 desired color of black
v_color_black_r 0 desired color of black
v_color_enable 0 enables black-grey-white color correction curve controls
v_color_grey_b 0.5 desired color of grey
v_color_grey_g 0.5 desired color of grey
v_color_grey_r 0.5 desired color of grey
v_color_white_b 1 desired color of white
v_color_white_g 1 desired color of white
v_color_white_r 1 desired color of white
v_contrast 1 brightness of white (values above 1 give a brighter image with increased color saturation, unlike v_gamma)
v_deathtilt 1 whether to use sideways view when dead
v_deathtiltangle 80 what roll angle to use when tilting the view while dead
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
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
v_idlescale 0 how much of the quake 'drunken view' effect to use
v_ipitch_cycle 1 v_idlescale pitch speed
v_ipitch_level 0.3 v_idlescale pitch amount
v_iroll_cycle 0.5 v_idlescale roll speed
v_iroll_level 0.1 v_idlescale roll amount
v_iyaw_cycle 2 v_idlescale yaw speed
v_iyaw_level 0.3 v_idlescale yaw amount
v_kickpitch 0.6 how much a view kick from damage pitches your view
v_kickroll 0.6 how much a view kick from damage rolls your view
v_kicktime 0.5 how long a view kick from damage lasts
v_psycho 0 easter egg (does not work on Windows2000 or above)
vid_bitsperpixel 32 how many bits per pixel to render at (32 or 16, 32 is recommended)
vid_conheight 480 virtual height of 2D graphics system
vid_conwidth 640 virtual width of 2D graphics system
vid_dgamouse 1 make use of DGA mouse input
vid_fullscreen 1 use fullscreen (1) or windowed (0)